How are you enjoying the game? Do you think it's an improvement over the first game? What do you want to see added?
Anyway, play my level, it's a little hard but fair
A New Beginning!
9RG-KQ3-2JF
Yea Forums course masterlist:
docs.google.com
How are you enjoying the game? Do you think it's an improvement over the first game? What do you want to see added?
Anyway, play my level, it's a little hard but fair
A New Beginning!
9RG-KQ3-2JF
Yea Forums course masterlist:
docs.google.com
Hope they patch costumes back in
STAGE DIRECTION
>everyone posts stages they made but refuse to play others stages
>this leads to more people spamming their stages in the desperate hope that someone out there will play their stage
If you're a man playing Toadette you need to seek help.
>play someone's stage
>they don't play yours in return
>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
Surprisingly accurate
Play my fucking courses bc this game go a busted algorithm and im getting zero fucking plays.
Goomba Factory
3D8-LHX-BKG
Mario the Hitman
9CD-9CV-HFG
okay it was funny the first time man but slow down.
We need Mario Maker Bookmark 2 badly
Yea this doesn't make much sense to me. added so much variety
Anchor Post
it's still funny
I could use some feedback on this level. Vertical snow SM3DW. Just some (hopefully) comfy platforming.
Also here's a cat.
3SN-1C1-5GG
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
Let me know what you all think!
I play as the best character, Bucken Berry, aka blue toad.
Anyway, here are my levels. Currently working on a new one.
>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.
I try to play a stage from everyone who plays mine, I wish that was common courtesy. If you want me to play a stage, reply to this and I'll play it. If you want to play mine, it's right here
>They bring back the Superball from Super Mario Land
>Complete with fitting music cues
That made my day. Now I'm wondering if SML1 will be the mystery sixth theme.
Yea Forums culture is so self centered and shitty. If you aren't playing at least 2 user's courses for each time you post a course you are a piece of shit.
I've played dozens of peoples courses and have anons suddenly realize they're tired when I ask them to play mine in return. "Promise to play tomorrow bro"
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)
Taking a break from playing levels for a bit to start working on 2-1, but 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 when I take a break from creating, 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.
Reposting my first level
Afraid of the dark?
5W1-HY1-VHG
Any feedback is appreciated :)
Mario the Hitman - neat idea with the fireballs
FYX-322-R1G
This is the kind of course I'd make with my dad if we had a good relationship with each other.
57C-M2R-YMF
A level playing around with some of the different night themes. See if you can find all three different ways to complete it!
Reposting from the last thread.
>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. I tried to make them in mind for the...not as experienced Mario player so they might be way easy. Hopefully they'll learn as they play!
That said, no Cancan dance for when invincible with Superballs?
My problem is I'm making courses more often than playing in general. I do try to play user levels from time to time though. Feel bad I don't play more but the creation aspect is so enticing to me.
>try endless easy mode
>first level is just a flat plain with a few enemies scattered about
ML1-P2L-Q1G
Tried making a less difficult stage for a change. The castle has a present and past version, requiring you to swap between the two to advance.
YYX-9BH-J1G
Descend into a muncher's nest while collecting coins.
Feel free to check out my other courses. Leave a comment if you'd like me to play something of yours as well.
thank you, give me one of yours to play
not my stage, but this one was pretty cool
based stage direction poster
play my fucking shitty levels
BORN TO DAB
R01-JHC-34G
GI TRACT ADVENTURE
3DG-38M-3HF
DUNGEON
W8J-4X8-6XG
BOBOMB BATTLEFIELD
5HF-B88-KWF
the vines in this background are like astonishingly realistic looking. kinda trippy
>Bowser's Fortress
1F9-2FQ-50G
>Koopa Derby 1-2
7G2-Y0F-TWF
Open for any ideas, suggestions, and feedback
pretty easy
Have you ever been outside?
I haven't made anything yet
I've done it lads, I've completed it. Play at your own risk.
PC7-JYR-00H
T30-CHH-1WF - Underwater level with a bit of a ghost house vibe. Pretty easy to beat.
K9K-M0R-QDG - Mostly a gimmick jump gauntlet. Not kaizo hard by any means but I expect one area will filter most people.
BVH-MRX-PFF - Designed around avoiding stars for the most part. Apparently pretty hard for most people.
Now I'm going to start playing the other levels here!
realistic was the wrong word but they look great compared to everything else in the game so it's jarring
I have been playing Yea Forums courses all day. I actually haven't posted my own courses in a couple threads
Mystery of the Empty Goomba Tomb: 9WB-SR3-34G
This is my attempt at a short Metroidvania puzzle level with a clear condition. Hopefully it's not too difficult to figure out. I wanted it to feel like La Mulana.
>What do you want to see added?
Missing enemies, including select enemies from Super Mario Bros. 2. If they can't make it all its own theme, like with 3D world, then at least let us use Shyguys, Snifits, and Phanto.
Also some kind of World designer. At the very least, let us link one stage to the next. My dream is, of course, editable maps.
I finally finished that level I was talking about last thread. So here it is, "Attack on Snowman Sanctuary!"
9RB-17C-LKF
I wanted to make fire and ice stage before I even got the game, but it was surprisingly hard to implement once I tried to make one. So here's my attempt at it while also trying to tell a little story through the gameplay. Bowser Jr.'s declares war on the Snowmen and it's up to you to save them. Any feedback on it would be appreciated.
Made you a drawing.
Give the Parabeetle Plunge one last play before I add some stuff and upload an improved version.
3VY-9WQ-PGG
Bone Zone
HGQ-BPP-B3G
My first and only level thus far
I hope you like it :)
7NT R2V Q0H
check mine and i'll check yours
ty
Really cool level so far. Better platforming than La Mulana fortunately.
My second level is up. My levels are basically hard but not kaizo-hard.
FCR-9VM-5MF
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.
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 like the hitman stage but, well
I do too, but playing the average course takes 2-5 minutes. Making a decent course takes over 4 hours. If someone can't bother to take 30 minutes to play a few courses and post feedback to others while they're already going to be refreshing the thread watching for responses to your level anyway... that person is a selfish cunt I have no other way to say it.
I mean just LOOK at the course poster vs feedback ratio in this thread. What is it 2 to 1? Obviously several people are just posting and walking away to create more levels or jerk off.
pretty decent stage hazards were kinda redundant and easy but not bad
OP here
Played your goomba level, some cool stuff but lots of bs too
who is that she is very sexual
Car Problems:
51S-W2M-BGG
My third SMM level and by and far has the most polish. I think many people have been disappointed about how lackluster the Koopa Car actually is, including me.
This is my attempt at using the Koopa Car for other uses beyond the usual free runner shtick. It's by and far my easiest course and the one I've taken more time and patience with yet.
Please criticize as much as you guys can!
I play stages but rarely comment. I'm gonna try to change that.
Why don't you play one of their levels first and ask them to play yours you selfish cunt?
Here is a short easy level for my first attempt
F56-G66-XMG
I will play tomorrow
Female Team Skull Grunt from Pokemon Gen 7
MNS-4DN-DPG
3DJ-BF6-LKF
both have similar concepts, short levels where two routes go 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!
Looks like a tanned female hex maniac in a team skull outfit
>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: YKN-X05-G6G
A on/off puzzle stage using blocks and conveyors in a haunted factory.
>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.
Hey, I'm, how do I make the tracks curve?
Here's a couple short and easy levels I did.
19T-TDV-WPG
C6P-RH5-KRG
OP here
Played the toy box level, some bad design level decisions and the beginning is a little frustrating but still good level
Played the first one, but was frustrated by the fish jump. It's easy to quickly become overwhelmed by the fish if you don't nail the jump right away. There are dozens of deaths in that room.
WHY DOES RESPAWNING TAKE SO FUCKING LONG
>die once to a miscalculated jump
>15 years later you're back at the start of the level
>by the time you're back in everyone else has reached the flagpole
7N9-T9K-31G
you can do it!
Switcheroo guy, are you still here? Your level kicked my ass in the second half but it was fun. Really loved how you used the thwomp and the switches in the second half, would like to see what else you could do with the switch theme.
Burner Desert
TWQ-DYC-5MF
Icicle Crash
Y1D-V1D-WFG
Both are pretty easy but try them out
Level design tip, don't put the fireball in the first room if you're trying to teach a player a mechanic. That just adds to the frustration of trying to learn it and be good at it.
>play hard level
>finally reach checkpoint
>die
>pause and start over out of habit
>now back at the beginning of level
every time
Piranha Hill LD0-0TK-4RF
reposting this shit because the other fucking thread died on me
ID: YYG-2B3-GXG
YHT-MVC-QDG
Medium difficulty exploration level.
99T-03X-HLF
Actual asshole level with kaizo block shit. If you are into that kind of thing, go for it, it's at least short.
1W2-CKQ-FKG
Do you think coins actually taste good, or does Nina just have a coin fetish?
I recreated the first palace from adventures of link in the style of smb3.
I would appreciate it if you guys tell me what you think
TH6-Y2V- 00H
OP here
I just finished your level, I felt it was pretty good capturing the deep ocean vibes but it can be fairly difficult but pretty enjoyable
Air Treasure
H66-G25-NWG
Sequel to my Desert Treasure level. Collect coins and avoid enemies.
I played through all of your posted levels and, just wow. Your levels put mine to shame. The themes were on point and it felt like a labor of love.
I liked how varied the secret rooms were. It wasn't just "here's 50 coins gj kid" they were fun little diversions. I liked how each level told a mini story (love that stuff). I really did feel like I was at a pond, or on Boom Boom's machines.
I don't have many criticisms but one thing I wasn't feeling was the amount of enemies in the end room of 1-3. It felt like a sucker punch after doing the entire level. Maybe just reduce them a tiny bit. Also I don't know if you're planning these to be levels for people that 100% know Mario or for people that may not be that good.
Otherwise though man, amazing and I learned a lot from your levels! Can't wait for more!
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
r68 nbx 08g
managed to finish it. It was right on the edge of too hard that I wouldn't bother and hard enough that it was fun to keep trying.
>Walljump Wallop
97B-W8V-0MG
pretty simple, it's 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.
fixed some things since the last time I posted it and now I need someone to play it again.
Undead Asylum
ID: H6J-3BW-C2H
Tried to make the starting level of Dark Souls. Let me know what you think!
>A little hard, but fair
>Precision platforming autoscroller on ice blocks
>Fair
It's like a Pokemon game. Promises new things at the cost of taking QoL away from a previous title.
Gotta be honest
The BS in these levels makes them unenjoyable
My level is ACTUALLY hard but fair, enjoy
anyone good at making music levels?
>design a level that I think would be a fun platforming challenge
>my friend and everyone else thinks it’s too hard
>design a level explicitly as an easy puzzle level
>my friend can’t/won’t even complete it
Can someone play my new level and tell me if it’s too damn hard? I’ll play yours in response
M04-YMS-G6G
just played the goomba factory, the difficulty is very frontloaded, I feel like the entire beginning should be the final stretch and the back half should be at the beginning with a checkpoint where the end axe is
you're probably getting such low completion % on it because people are overwhelmed by the beginning and don't want to see what's coming up when in reality the start is the hardest part
that being said I liked the concept a lot, that falling mushroom at the beginning was a bitch to get but actually nabbing it and then air stomping the next falling goomba was a great feeling
My jungle level
Welcome to the Jungle
72Q-2QJ-VQG
Ok guys listen up; I'm ending the contest in 40 minutes.
If you beat the level by 12:30EST, as like before, you'll get $10, just send me an email; [email protected] with info.
Thanks for all the feedback, any more feedback is appreciated and thanks for trying my level. :D
Here's the level:
CQP-HRG-MRG
A new one out and a new contest will get posted by Friday evening EST.
These are like actual Mario levels. Just played 1-1, decided to try and go down a random warp pipe and it actually took me down to a secret room. It sounds so mundane but it's actually incredible because I basically never expect that in a regular player created level.
I'm super proud of this one! It's got no plays or likes yet, so I think it's stuck in purgatory.
MS2-2W5-NWG
Thanks for playing!!
>T30-CHH-1WF
Horribly unfun. You have to move really slowly, so that you don't swim into a hazard you can't see because of the tiny field of view
Hot damn, I never thought 8 Bit Mario could look this good.
Good shit user.
i can beat this, but I don't feel like learning it atm, I'm in the building mood.
Your level sucks and is not fun.
Damn can't wait to try these levels!!
Here's mine:
T3J-9BT-8QF
It's two different types of levels. A mad dash beginning, then an actual level. Any feedback is appreciated.
OP here, played Shroom Spirits
Felt disjointed and a lot of lol I troll u stuff, just why? Also a lot of frustrating stuff like the wigglers
How do I curve track?
I like the idea you were going for but I found the element you focused on to be quite boring. Sorry
ty. for your criticism. My reason to add the fireball was that at that point you should have a helmet on your head which equals to a free , but you are right, people give up really quickly if you start out too hard and don't even try to check out the rest of the stage.
My first level:
CBW-F91-1WF
I think it's pretty easy, but if you try to get S grade it might be a bit punishing.
3QR-3HK-5MF
A course with standard platforming, and some wall jumps. I tried to use a lot of different gizmos to make different obstacles.
ty for your feedback, why do you say that?
Bumping my own post because I spent all day on this level and I really want to know if people like it. I think it is a lot of fun.
Nice stage.
A lot of stuff to remember, I had to go back and forth a lot. Make the rooms smaller next time.
>that pic
is that from redic?
here
the hitman level had a lot of "gotcha" bs, hiding goombas in blocks worked for the factory but just felt cheap in this one, there were also 2 ways to softlock yourself, one at the first red coin and one at the piranha vine if you're super mario
Fuck, guys. Is it worth 60?
Gerry's Fun Pachinko Machine
1YK-XXR-14G
My first attempt at a gimmick level, I tried to make something that resembles a Pachinko machine. Get the red coins and avoid the spinys
Dustbowl - Team Fortress 2
74T-TWY-50H
Self-explanatory. It's just the map from TF2 remade in Mario Maker (with some liberties taken of course)
Radical Race
RL8-WWN-HKF
I made this one with multiplayer in mind so you might not find it fun if you play it by yourself
Please tell me what you guys think
Shameless level plug, it's a speedrun.
F18-8VV-00H
If you reply to this with your course I'll play it, gonna check out some of the ones posted for now
ML7-8N7-XHF
GIVE ME FEEDBACK ON THIS ONE
Well yes that's why I didn't tag it as a speed run stage and said it was something like a ghost house. But the hazards are all static so there's no bone fish out of nowhere or anything like that.
I've had it since mario maker 1 threads on vidya.
Oh snap! Played em all huh? Right on, I'll give yours a go in a little bit, wanna finish this room I'm working on first.
The difficulty I'm shooting for is in the realm of anyone should be able to pick these up and play them, I wanna ease newer players in a bit before taking off the training wheels, but I also sorta assume you have a general idea of how each mario game plays since you bought this game with all the variants and stuff in the first place. I could scale back 1-3's last room a bit, I think the main thing is probably the lower corner, that underhang is too narrow and its kinda cramped since you usually have to go down there to raise the bridge. I'm getting back into the swing of things but its been a long ass time since MM1 so I'm a bit out of practice when it comes to level layouts
Each level is its own contained sorta plot, but they intertwine with each other too, hard to tell now since theres only 4 levels but as I crank em out you'll see what I mean. I always start with thinking of a location in mind before I do anything else.
Secrets are fun, and I like to reward players that go out of their way to look around. Like at the end of the day the coins and one ups dont mean much thats why I try to make the rooms themselves more interesting.
Thanks man, I try muh best.
Each world is going to be in a different style like the last two games I made in MM1, so world 1 was SMB, world 2 is gonna be SMB3, and so on until world 6, where it'll be a free for all and the style will shift with each level instead of world.
Probably my only real gripe with the game is that we get 32 stages to upload this time, which I don't get. I was gonna go really buckwild and make it 10 worlds with post game special zone levels but nooooooo. Ninty had to go and pull a boner like they always do.
Did you get very far in? Thanks for trying it anyway.
Wow, very short, wasn't expecting that. Maybe make it 10 seconds?
A little obnoxious with the invis blocks with no tell, but otherwise I quite like it. The long pipe ride after the cp also feels needlessly long and punishing for dying. Very unique uses of the cart though!
>life and death
Very cool level, unique concept too.
Satisfying to run through castle level, the leaf feels like total bait though. The fireballs feel a tad unfair at times as well. Consider adding coins to where they rise.
>shroom spirits
I tried, I really did, but I couldn't figure it out and it's a bit too tough for me I think.
Would any of you mind trying my Rainbow level?
Can you do anything about the cancerous moon on the night stages? I want the night theme but not all the other garbage.
That's an awesome compliment. Is your stage 'Fly & Switch'?
Just made this one can I get some feedback? Spent awhile on it but I feel like people arent beating my levels. Not sure if it's hard or just not really fun.
7BG 632 M9G
After you unlock the Night Themes you can change to it via the theme selector without putting the moon in.
here. I realized posting my level in a thread full of people posting levels and expecting feedback for free was dumb, so I'm going to start playing levels in the hopes you'll all hit me back with feedback, so reply if you want some. I'll start with your rainbow level,
I've only played two but I plan on seeing the rest and where your stuff goes.
They're really well paced levels with good design however I do think they should be a tad bit longer. Keep up the good work user!
Speaking of which I don't want to be that guy but would you mind playing and criticizing my level as well?
uploaded this earlier today, just looking for feedback
Just delete the moon
yes it is
>shroom spirits
Is the sawblade room supposed to be bullshit? There is no room for any timing on those platforms.
Overall kinda felt like stuff was thrown together, which isn't terrible but the space before the vines could have had something going on.
what am I meant to do with this crap
Can I get some feedback on this one? Was supposed to be a lava-avoiding wall kicking level that's easy if you run right through, but tricky to collect all the coins. I think I may have made the third area a little tough, but there are 2 checkpoints for a fairly short level.
Don't get greedy!
Challenge mode: Collect all 104 coins
HGX-W2Q-9QF
I'll give it a shot
7N3-DSH-Y0G
Night in the Ground theme has a bunch of weird changes it makes, on top of what you already probably know. This level shows off those differences.
And now I'll play through some other people's levels 'cause I'm a decent person.
Very nice! I want to say I felt a little directionless at times, but I didn't actually end up at a loss of where to go, so I guess that's not actually true.
I don't really get what the point of the shells / yoshi were, though. They got me thinking there'd be important uses for them, but there weren't. Maybe they should have just been replaced with fire flowers?
A little obnoxious to move around in, honestly. I feel there wasn't really enough to it for me to really call it good or bad.
For the first screen, you should be more consistent with coin/hard block placement in how it indicates things to the player -- the final jump of the area I completely missed my first time, because there weren't any coins telling me to jump, and the hard blocks that were there had been used decoratively elsewhere in the screen. I imagine everyone would die there on their first time, through no fault of their own.
Then your second screen had a blind death jump (the spiky blocks to the left), which I tried climbing up because I trusted you as a level creator, and got killed for it. So I stopped playing the level there.
This will easily beat out BotW (145 hours) as my most played Switch game. I'd get a Switch just for this game. The online is such bullshit though.
Looking back I should probably have put the checkpoint at the end of the pipe ride.
The invis blocks were also put as an anti-cheese measure but maybe I could've also just made the roof larger.
Really appreciate the criticism user!
If you're creative this game is god tier, you're gonna have to shill your levels though
How do i curve the track?
Hold a corner
seems cool but that 2nd creeper kept killing me when I feel it shouldn't have. Hit boxes on it seem wonky.
OP here
Played your level, masochistic as fuck
>A little obnoxious to move around in, honestly. I feel there wasn't really enough to it for me to really call it good or bad.
Better than being called outright terrible. I'm not sure if I fully get all the ways flying blocks can be utilized. I want to slowly take my first "treasure" level and slightly strip away things that make them easier.
OMG I'm so pissed at myself, thank you.
Kinda all over the place but I really like the stage after you reach the checkpoint
Made a level based on Wario Land 4’s main gameplay loop of “go through the level, get the key, run back through the level to the beginning using an alternate route.” feedback pls :)
51L-XJC-5QF
Obviously took some work, but even with a checkpoint it's a tad overwrought with gimmick sections of every kind. Like, do you absolutely need me to shoot shells at a vine block, get past a flying hammer bro then babysit a thwomp block through blocks?
I just beat it
You put a few Dry Bones a little bit awkwardly imo which may be a bit frustrating for newbies but overall a good level I like the idea you used in the boss battle I didn't think it's that hard.
I really liked it. Finally a challenging, but not over the top, level.
Did you let the thwomp finish it off?
I didn't finish the level. I like the idea but the blind piranha plant jumps in the second screen annoyed me. They're on the under side of the platform you need to jump off of but you can't actually see the platform until you've hit the bouncer, which kind of breaks momentum as you wait for the plant to munch. I also didn't understand the point of the wall jump on the left side with the spikes. I assume if you jump fast enough you can make it up but I never tried it again after it killed me the first time. I may have finished it but I got tired of doing the first room over and over again.
Hey anons, can I get some feedback on a level I just put up. I wanted to make a stage with no enemies and see if it could still be fun. Your only hazard is falling down a mountain. I don't think its difficult at all- instead I'm hoping that people can speedrun it and have fun that way.
The Climb - 5YV - PXB - 50G
>3D Mario World has switch boxes
>No Red/Blue boxes to work with
>Does not work with conveyor belts
>Can only be used for Spike Platform
It's like Nintendo wants me to hate using the 3D World style.
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.
I'll be honest, I've never played through Zelda 2 so I don't know how accurate it is
that being said, it felt very Zelda-y, I liked the keys and P switch stuff that you did
I would recommend putting a 1 way wall to the left of the checkpoint because I'm pretty sure you could soft-lock yourself if you go back and use the next key there but I didn't try it so no clue if you accounted for it
overall very unique and I had fun playing it
OP here, enjoyed your levels, following you
Mai furst Supa Mario course,
Please be gentle and enjoy.
"Fastest Fingies in the West"
5YQ-C2K-QNF
KPP-6XF-GFG
I dont like having to shill but I'm still at zero on this level so whatever
It's a fairly comfy forest 3d world level with diverging paths
Nah I tried going for a third bounce each time. Didn't factor in the thwomp at all lol. oh well.
I'm going through it and it seems pretty fun and challenging. However I'm not a fan of the Bob-Omb part, it's a bit annoying and I just preferred to damage boost through it but other than that, pretty good level
King Koopa's Keep
F9J-J3Y-GPF
Really fun platforming. I enjoyed it a lot.
It's really hard to play these things from other player's perspectives, since I already knew how to do it. Anyways thanks for playing.
Yeah I was superrrrrr rusty with Mario Maker so I was a tad afraid of making the levels too long, especially since the older Mario games didn't have checkpoints. That being said I'm starting to get a feel so hopefully I'll make them even longer!
As for your level, I see what you were trying to do, but I often found myself getting frustrated by how clunky the car was. Also, it took me a long time to figure out what you wanted me to do after the initial showing of the P switch mechanic. I would refrain from invisible blocks and instead use visible ones. This became a bigger problem with the beat switch blocks.
Thank you!
really needs some visual cues on where to do the hard jumps, unless you want people to get frustrated and quit.
I'm too shit at video games to complete it but I really like it.
Just bought it. Can I enjoy it even if I’m a brainlet in creation modes?
Thanks for the play. Can you cite any specific awkward Dry Bones? I’ve been considering going back and giving people a mushroom handicap for the boss fight so if I do I’ll take another pass at their placement.
Hey, that was a lot of fun. I felt the paths were well-designed, after a play or two I could find my way around easily. It’d probably be really fun to optimize. I’m a big fan of how much freedom you encouraged. My only criticism is I think some of the harder paths weren’t proportionally rewarding or could be skipped in ways that weren’t as fun, like the 50 Coin at the end that you can just spin jump onto. Also, the Sky Theme sprites in SMW are gorgeous
It does work for conveyor belts. The last setting of conveyor belts is "on off" (it's really left/right); it works for blue moving blocks as well. It's actually not terrible, I made the level with the $ give away and the entire series I want to make with 3D world tilesets; it's pretty unique, but definitely far more constricting than SMW.
Does anybody else wish Nintendo made a lock block? Use a key on a block to advance, like the blocks in Zelda gameboy games you find in dungeons.
3D world has exactly that?
That thwomp part is absolutely baffling. Thank you for doing my course, but I am not good enough for yours.
I wanted to do what you're doing but I'm far too much of a beginner to come up with a cohesive set of levels yet. I think what you're doing right now is amazing though. Assuming Nintendo doesn't raise the cap, what will you do once you've uploaded all 32 levels?
Challenging but not unfair which I can appreciate a lot. Also great use of theme.
Liked and followed.
Doesn't seem to difficult so far.
One platform jumps really aren't too bad, but the majority of players are fairly casual and it might push the difficulty above normal. The bob-omb area is pretty annoying, it just feels like a swarm of enemies which are usually not fun. I like that the thwomps hit the switch, although it's possible to have it either way beforehand which is odd. The shell part is good, although I accidentally jumped the the ? block and stranded myself the first time. Getting the thwomp to break the solid blocks is kinda a pain, I'd consider making it a giant one so it breaks it in one go. I'd consider moving the switches for the shell closer together, waiting there is tedious on repeat attempts, although that may throw off the timing. It's not a terribly difficult level, but the more popular levels tend to have a slightly higher clear rate.
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
Thanks for playing. Which wall are you referring to, the one just after the p door because I put a pipe there that constantly drops them so if you get there out of order you can get back.
Yes the creator is very simple. The other user here are surprisingly pretty good at making stages on average so you can have fun playing there levels and getting some inspiration too.
Just play expert. Super expert is a waste of time because there's no way to differentiate between a good very hard level and one that's just cheap deaths over and over.
The story mode has some excellent levels.
>I would refrain from invisible blocks and instead use visible ones.
Noted, thanks for the advice!
>This became a bigger problem with the beat switch blocks.
You can actually beat that one without much jumping.
Run up to the ground where the blue beat box is, then wait by the pit until the pink switch spawns then jump out and keep your momentum going to avoid the spike.
Story mode has objectives you can't get yourself. i'd love to make a stone block escort level
there's a locked door directly to the left of the flag and if you use the key from the boss on it after respawning at the checkpoint you might be able to soft lock
you can probably just go back through the rest of the level and nab another key but I figured it was worth mentioning
Sanzu River
17V-0CL-7LG
This was my first level. You have to ride a seesaw across a poisonous river while collecting red coins.
Marty the Thwomp's Prison
RDC-DB6-9TG
In this level, you have to work together with a Thwomp to escape Bowser's Castle. I took user's advice from last thread and added an extra checkpoint and made the boss slightly harder and slightly shorter.
which level
I'm not very good at these spike fetish levels, but I'll give it a shot.
Here's my shit if you wanna give it a go
Thanks guys while making and testing it I agree I did get sick of it but I thought it might be fun for a 1st playthrough. and the bombs suck. Less gimmicks next time.
WG5-TN9-7HF
There's a hidden star next to the pipe if you lose the fire flower (somehow)
Good question. I could do one of two things, I could either take down older ones to make room for the new ones, which I don't really wanna do. Or I could make an alt account on my switch maybe for a new profile and thus another set of 32, for all the post game and extra stuff.
I was gonna have levels specifically for minigames for solo and online versus, kinda like the stage select from yoshis island that you could select whenever you want once you got enough stage points from the other levels.
Fingers are crossed that mayyyybe they increase the level cap in an update but these are also the same people who thought we wouldn't want to play with friends online, only randoms, so my hopes aren't that high. We'll see when we get there, I still have 7 worlds to go
is it Nina time?
I made a puzzle level that revolves around the superball powerup. It shouldn't be too difficult to finish.
3NN-S84-QDG.
If I need to work on the sections a bit more please let me know.
Where is the porn?
Oh, you are totally right, I didn't even think about that. I spent hours today trying to figure out how I could funnel you into that room without breaking the level and getting stuck, that one totally slipped passed me.
I'm angrily waiting for some Nina X Yanamura.
Mariotroid II: Return of Daisy
1WQ-CB7-XLF
Lengthy metroidvania-ish level. Very exploration based.
3XG-H07-3VG
Threw together a puzzle map, with a few different kinds of puzzles, first time making something that isn't just a normal level.
good balance.
I was worried since it was tagged as puzzle (I'm bad at them), but I got through it. Pretty tough at first desu, but fair. Was a really great stage overall. I would just suggest some powerups (unless that goes against your design principle), one hit death and trying to do that big drybones puzzle is nerve wracking even with just the single small dry bones. I detested the buzzy section at first though arg, took me forever to figure it out... I'm not bright, I tried to do something much harder to beat it.
I also restarted on accident and got angry at myself. Got a pretty good flow going after that though, it's super fun when you actually know what to expect, but blind it has a lot of "goddammit" moments.
Really loved the "boss" and the secret coins behind it (I half expected to cheese it lol). Very first part of the level might be too aggravating for newbies, the part right after is actually far easier.
I put those spin blocks there mostly because I wanted less skilled players to be able to get em too. Having only so many coins in the level means I don't want to completely lock them out for newbs. I designed the level with Sonic stage design in mind, I love free flowing courses and I don't see enough of em.
Mountain Madness
RNF-K1D-RVF
Fun, medium difficulty snow level
Levels need a star to be thrown into endless, which filters out like 70% of garbage.
I’ve noticed it too, I’m 400 levels into normal and have experienced only like 40 hot garbage levels
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.
Thank you so much, i appreciate it
If I give Mario a flower while making a level, but the clear check makes me start as regular Mario then will people still start as fire Mario when it's uploaded?
How do medals work? Do you keep them once you’ve gotten one or do you lose it once the leaderboards reset? They never really say.
Btw, your car level is also super fun. Followed.
Thanks user, I'll try not to make any duds!
That was really fuckin' fun. Liked and followed.
>perfectly good, succinct level
>dude let’s put a 45 second long bowser fight lmao
why do people do this
pls gib more mashrooms I like backtracking but not that much
Sorry to hear it. I tried to avoid trolling stuff. But it is pretty hard.
Thanks for trying anyway. Are you Shotty?
Hm... really? I mean the sawblade part was actually the only part I thought wasn't too bad. Only part I never died at during the clear check. I tried to keep things feeling tough, but fair. Although it is my hardest course by far.
Yeah, Shotty. Felt like wherever I went I got screwed with a really tough part. Is the boo ring/grabber section a dead end?
>Make a level I'm proud of, 40 something likes
>Kinda bummed it didn't get much attention for how much time I put into it but it's not that big of a deal
>Suddenly 200 people played it all at once while I was building a stage
>What the fuck
>50+ of them liked it
>Comments poured in just saying it was fun
W-what happened. I'm actually really confused. Happy, but confused.
>Someone found a way around my idiot proofing and softlocked themselves in it
>Can't delete it now because of the traffic its getting
>bowser level
>only way presented to beat him is fire flower
>you need to fire like 200 fireball for it to kill him
fucking why did they even make it work like this
You get them for reaching certain goals but you can lose them
*bowser in a level
There needs to be a checkpoint before the big spike road. I'm not doing that bomb toggling again.
>40 likes
>didn't get much attention
ha
ha
ha
I've been thinking about adding an extra hit (either shelmet or mushroom) in some way to make things a little more forgiving, especially the boss fight, so thanks for the feedback. Out of curiosity, what were you doing during the buzzy section that was wrong?
>sonic stage design in mind
Ooh, that's exactly how I felt. The different branching paths all flowing into each other felt real nice.
Thank you!
Feel free to hit me with another level, Yea Forums, I'll give you feedback.
Man I'm lucky if I get more than five likes. The fuck? This shit has some sort of algorithm.
I tried to make a level with him as a boss, so I'm guilty of it. He zips around the screen and you have a super ball to peg him as he follows a track.
Hindsight I could of probably made him normal size and it would of been fine but I wanted to give a bigger target given what he was supposed to represent.
Finished this today
Fun Fun Lifts : A longish lift consisting of grabby claws that brings you across 4 super short areas to collect red coins. Wanted to play with the claws as well as other tools. Take your time, or just speed through it. A few secrets.
K74-3HY-MJG
Anyone? Just waiting on this for an upload.
someone may have played it on stream. or since you got a lot of likes it got higher priority. who knows.
Oh no, that part is pretty hard, but it leads to a place you have to go. I think part of it is that figuring out what to do might be hard for people. It's easy for you when you're making the level, but I did kinda worry people playing wouldn't know. You get a star at the end of that part, then the pipe leads back to the area with the big boo. Then you use the star to beat him for one of the three keys. I wasn't really sure how to make that obvious so I was hoping people would figure it out.
Very nice level.
I did a revision with added mushrooms already.. I'm not sure where else to put them now without making the level seem flooded with them.
This level took me 2 days to make so it's pretty long. I suggest not playing it unless you want a lengthy course. I tried to not make any parts too annoying while making them difficult but let me know how that went.
ID is: CNJ-5T9-GKG
Also willing to play other people's levels so if you need someone just give me a (You).
you need to actually place one.
I've seen a handful of crappy/simple levels get like 200-300+ so I've been trying to make something with a lot of love put into it to get close to that.
I'm guessing 40 is actually good?
I'll just make the bombs less annoying and remove the barrier I think.
I can't do checkpoints because of the coin collecting thing.
This happened to me in the original mario maker. I had a dead basic ass level suddenly come to life after a long period of inactivity
played your level and i gotta say
there's definitely a reason that only 18+ is allowed to post
Oh is that the revised version? I'll try it again. I just remember it from the first time and thought it sounded exciting but I gave up because I kept dying to simple stuff after making progress.
My first course, tell me what you guys think.
917-5TQ-XMF
Yeah, there's a bunch more mushrooms now. More people have been beating it so I think it's in a good place now. I'll still probably try to make less death pits in my next big exploration level.
fug
I've got like 4 at most on any of my levels, but I suppose they're not amazing and I haven't been posting them much anywhere. But yeah, 40 is a pretty good amount. I don't think I ever got more than 20~30 likes on my mario maker 1 levels.
I'm the the guy that made the Hunted Jungle.
Yes I use the shells as power ups, I actually didn't thought that some people would think that those shell where more then that, the yoshi egg was a literal "Easter egg".
Never played the first one, is this a must own for the Switch?
not him but my highest 2 are 12 and 13 likes, i'd love getting over 20 personally
If you're even slightly creative or even slightly like Mario, it's essentially the greatest game ever made
Hey Yea Forums, just got the game today and finished my first course in a few hours. Might do a v2.0 later cause I really like the concept, but I'd appreciate anyone who checked it out and gave me some tips! Thanks!
Adventures in Avarice
Course ID: H68-5RV-2HG
Would it be too much to ask you to have a go at my "The Entombed Treasure" level too? Your level reminds me a lot of mine thematically. I used the on/off blocks for different routing though instead of puzzles. Up to you, no biggie if you don't want to.
I'm already having creators block. I want to make a new level but can't come up with anything. I played a ton of levels today and still... nothing. Sucks.
Please take a look. It's my first level. Quick n' easy.
5YQ-C2K-QNF
Gimmie some of your codes, eating dinner but I'll play em for you then.
Use the roulette, friend. Just spin it a couple times, you don't necessarily have to stick to what it suggests, but it could give you some ideas.
Sure, let me at it. I'll reply back with my thoughts in a few minutes
>waste thirty lives on an auto level with the car
okay real talk i had no fucking idea that you bounce off springboards at their highest point automatically
Yes, even if you find yourself being not really creative with the level making there are just a ton of endless possibilities with playing other people's levels and even the main campaign levels are kind of neat.
>put game in
>at title screen
>immediately have creators block and no interest
Dunno what happened
pretty based
thanks, my most recent one is HGX-W2Q-9QF
try watching the tutorials, they can give decent inspiration
3rd area got me man but I havent ever really played the 3d ones so I suck at wall jumps. I liked the first 2 areas a lot though. I tapped out but I'll try it again in a little bit. Keep in mind I suck at the wall jumps.
Made a new one if you anons could try it and give feedback, I'll do the same, I usually try to get everyone's a playthrough even if i'm not the best at platforming
>Dry Ice - a boss rush using the environment, pretty forgiving.
W8S-2MC-7HF
>Fire Field - Fire clown car vs. lava.
C0Q-P91-72G
Thanks for the feedback, my intention was really somewhat frustrating, I'm really thinking about remake this level a bit easier.
True, these fish are crazy, but if you jump fast this level is a breeze.
Nice! Thanks a ton user!
Yeah, I think the third area did turn out a bit harder than intended, especially as the shifting lava makes it hard to see what's coming up so you need to be able to jump on the fly. Thanks for trying it out though.
Having finished up with the sole theme, for now at least, I just whipped up a brand new, super hasty level right before bed. Let me know what you think.
Brinstario Abridged
3V9-KDQ-FTF
Upgrades optional. Now with bonus "Kraid"!
Dummy thicc
>world record
Nothin personnel, kiddo.
I'll play yours if you beat mine
Roulette? Where?
if this is still up and running i'd love to share one of the levels i had fun while making!!!
Anyone have an idea to force each player to take a different path in a multiplayer level?
>SMB1.5: 1-4 Floaty Fortress
RVN-YBQ-2QG
seen in webm, provided by user that played it (thanks!)
other courses:
>Super Shmup Bros.
NWC-L96-RWF
>SMB1.5: 1-1 Goomba Valley
B4S-TY6-KPF
>SMB1.5: 1-2 Koopa Cavern
D12-R91-GYF
>SMB1.5: 1-3 Seesaw Stroll
93D-907-DRF
Lmao
Damn, like the ending
Can you try out mine? Got no plays
I love challenging levels, but shit let a motherfucker take a breather
I played it. I wanna first say that I'm pretty shit but the level structure felt weird. I couldn't see how to not take damage on either the top or bottom route so I just damage boosted the first part. Also, the second mushroom falls off the map if you didn't know. Otherwise it's fine.
My level's this one Thanks for playing in advance
Made the bombs a little more streamlined so you can get through it faster and with less bombs fucking up other bombs
19P-HSS-08G
For some reason most of the really quality levels I've encountered have been in the Super Mario 3 style. Is there some reason for this?
Made the level from this morning, also posted it in the morning thread.
WB9-JB9-0WF
Just drop Icicles onto Boom Boom, pretty simple.
Neat gimmick. I'll suck a fat cock if someone beats my time.
Is there any way to make something that even somewhat resembles a DKC barrel level?
Mario 3 has the right amount of restrictions (below Mario World), and the right amount of modern mario shit (above Mario Brothers)
Because 3chads are more intelligent than worldlets, and thus create better levels.
i always try to play as much as i can, leading to obfuscated posts with a bunch of replies looking like spam. not everyones like that user.
pretty fun, lots of goomba craziness
need a more central theme, but liked what i saw. check out the pigeons tutorials, they helped me a lot.
pretty neat, i liked the aesthetic and how it was put together, monsters changing at different levels.
played trees and bees and win the race, both were comfy, great for multiplayer it seems like
For me Mario 3 controls the best and just looks really appealing. World is a very close second, I almost never use the other 3 styles
Getting Over It with Super Mario
KKR-G1C-7YG
I spent literally the entire day clear-checking it.
No kaizo blocks, no dev path, nothing hidden.
Just you and the mountain.
Shit meant for my b
Shilling my zelda 2 level again because I reuploaded it after testing and fixing a soft lock situation that another user was so kind to point out. Good catch dooder, and perfect fix
Try it out please
W63-26X-HPF
Alright, just finished it. I thought it was phenomenal, a really really great level. Every room flowed really well and I never felt lost or unsure of where to go (save for one thing that I'll touch on in a bit). Everything felt really good and really sold me the feeling of adventure. It really gave me that feeling of flowing from one move to the next like Sonic does, especially with how much you encouraged sliding down slopes. Backtracking was a real breeze and you had really creative placement for the two paths. You're generous with coins and power-ups which is great.
My only problem with the stage is I kind of felt a lack of direction in regards to the Goomba Shoe. While I knew the main goal was to get into the Key Door, I wasn't entirely sure that was where I'd find the Goomba Shoe, and the signposting regarding it was a little vague. In fact, once I got back to that room, I accidentally went towards the goal sign first since the pipe was closest to where I entered the room, and had to go back to the Key Door afterwards. I think that you could have done a small Goomba Shoe check for that pipe that would make it so I would have only gone there with the shoe on.
Other than that it was really really great, I'm hitting you back with a follow as well and I'm going to try some of your other stages. Also, your bonus challenges/hidden rewards are really well placed.
Honestly I think it's because it's seems to be the least popular (from a level amount perspective) style, and so when a creator chooses to use it they generally are doing so with clear intent of purpose and end up making a more cohesive level.
The level feels a bit long and meandering, and it seems to actually punish the player for going at their own pace. The greatest sin however is the (mis)use of the slow rising water; several times I found myself standing there waiting, feeling like I was drawing a bath when I just wanted to take a shower. The first vertical scrolling section with the two vines and firebars on either side contain a huge missed opportunity; it looks interesting at first glance -switching back and forth between the left and right vines to avoid getting hit- but you quickly realize the firebars are too short and just going straight up the center leaves you untouched. There are other boring parts like that, like the sections where you’re simply jumping straight up to next semi-solid platform above you as the screen scrolls. All in all it’s not the worst I’ve played, but I feel like a third of this level could be excised and the remainder tightened up and made more cohesive.
that was a real nice level!!
having difficulty with it but I'll definitely come back to it. Enjoying it so far.
Big talk from Jmatt. Thanks for playing though. Glad you liked it.
My friend bought the game and got bored in two days because he said there’s no reward in playing random people’s levels. He said half of them are shit and that when he makes a level after spending two hours on it only 3 people play it.
Thanks user, gonna see what other things i can do with ice
Your friend sounds like a loser
What’s wrong with having a dev path?
Right now I absolutely hate it. I bought it for the multiplayer and despite sometimes having fun it feels tacked on
>Most levels are not multi friendly
>No 2nd or 3rd place so as soon as 1st guy finishes the map ends for all
>Laggy as hell
>Coop online has problems with levels requiring keys or timed jumps and nobody can finish it
I honestly feel like returning it which sucks because it had great potential, I can't believe I had more fun with Mario royale than this.
He’s also a bit like and hates the online. Like the main reason why he bought it is to play online and he doesn’t enjoy playing levels on his own.
I don't think there's something inherently wrong with them, since I don't think you necessarily need to be good at Mario to make a well-designed level that's far above your skill level. However, dev paths do incentivize uploading hot garbage or troll levels
It means you don't have the determination to clear your level yourself, ergo you are a spineless maggot.
>When you really like the level design but can't finish it
Dammit, i wanna see more but sometime levels just go on and on and on with no checkpoints. If that's the maker's design choice, that's fine, but man.
did it and left a comment on it
You have to understand that people who create decent levels have already tested and played through them hundreds of times. Nobody wants to do that shit again. That’s wh all my levels have a dev path.
usually levels with dev exits are shit enough for the creator to not want to play their own level
I guess my main reason for not leaving a dev path is I don't want anyone finding it. How do you manage to hide yours?
so basically this user is correct.
Thanks for playing my stages! I really hope Win the Race is fun in multi... not like I'll ever get to properly try it myself sadly. We need private vs lobbies already.
Glad you like it! I think the Sonic influence is subconscious, as I played that a lot more than Mario as a lad, though I was always fascinated with world and lunar magic as well.
I understand the issue with the goal pipe, my only problem was that the leaf could very well trivialize a check, and I admittedly didn't think of doing that until I uploaded the level. I thought seeing the door in the beginning would be a pretty clear "oh, I need to go here" moment, but I suppose it's easy to forget when you've went through the majority of the stage already.
The big bonus would be getting the shoe early btw, when it first appears on the track you can actually run back up and catch it before it leaves, then hit a secret on/off switch to the right of its "altar" to double back to progress. But if you get hit it essentially nullifies the speedrun/secret route (since you have no key), adding to the risk.
Someone please play my demented bullshit so I can have one play and get into Nintendo's shitty rotation system.
Really challenging and tight. You did a smart job with the icicle placement, and if you wanted to maker it harder some more on/off bullshit could be fun. And cute maid.
user i'm sorry, i got all the way up to the ice area, then died to a sideways thwomp. I reeeally liked the areas leading up to it.
That's okay, I'm glad you made it that far or played it at all.
No. My levels have hundreds of likes. No complaints. I wouldn’t even mind this stipulation if I didn’t have to play all the way through with no checkpoint. That’s just bullshit because I balance my level around the flag.
I cant tell my secret. People may be able to find mine but nobody has said anything yet so whatever. If they find it then no big deal.
>random hammerbro hammer out of nowhere
Dropped. What I played was fun though.
I got baited by the coin in the first area, killed by thwomp. Made those ridiculous Horizontal leaps where i basically have to curve my jump upwards. The seesaw area was cool, and the claw one too. Keep it up, keep making more levels.
please try mine pretty neat, a little difficult but very fair.
neat idea but easy, once you get the clown car it's smooth sailing. call your dad if he's still around if it's not too bad
quick and painless. not bad.
played the first one. was alright, nothing interesting about it, though.
koopa was a good intro level to using the car and timing jumps.
amazing looking water
well made but backtracking got kinda tedious
boss fights were really easy with the platforms. i liked the platforming otherwise though
fireballs were annoying when trying to figure it out, good idea though.
cloudtops was cool. my favorite new theme, well put together
a lot of people play but don't put feedback, or just do endless. making courses is fun but i'm terrible at it, i'd rather just play others and give feedback.
neat idea but the kaizo and limited space is annoying, maybe make the driving area for koopa smaller but break it into multiple areas.
>Trying to make stages focused around the Koopa Car
>Its a invincible death machine that kills almost anything it touches and goes to fast for things like snake blocks
He only spawns if you jump up to the platform before him but fail, if you fail it your best bet is to leave and come back through the door so he despawns.
But yeah that part definitely gave me a hard time.
There's a much, MUCH more brutal version of that jump later on.
Yeah, the best way to get that coin is just by jumping on top of the thwomp, you can get the coin without having to get in front of it at all.
Also yeah the level is definitely very unfair, I never make levels like this that have a lot to lose with no power-ups but given that it's based on Getting Over It that felt like a mandatory part of the level design, to be able to lose everything and fall back to the start if you mess up, whether it's particularly fair or not.
Enjoying it a lot so far. Surprised that the story missions arent hot garbage and meming around with the maker tool is still just as fun.
Online is complete ass most of the time tho.
Gonna check out some Yea Forums levels. My codes 3N4-2YV-Q8G
Try using Bullies, it turns into a game of Sumo
Pretty much every part in the ice section is based on a part in the desert section to some degree, short of the initial ice-block jump to get up there.
Y52-24N-J2G
Made a level based around Ant Troopers, didn't get many plays first time I posted it. Give it a try if you feel like it
postan what ive made so far
15H-16L-QNF
just finished this, its a long level, has several side paths/secrets once you are in the castle, and ends in a bossfight.
KRS-YYK-S4G
i just had the idea, it looks messier than it actually is
3J2-LR9-CJF
boss fight, was messing around alot figuring out things at the time too
Because if you have a dev path then this happens
clips.twitch.tv
>wanted to make a level based on rolling in 3DW
>rolling doesn't break blocks
Fuck, there goes that idea. And no, I'm not using the cat suit.
On your knees, bitch boy
Check out this new level. Real men only:
974-00B-RSG
>Ice Claw Cave
YR5-PFH-TDF
First stage I made, and I’m kinda proud of it. Hope y’all like it!
Memento Mori
Y33-7XY-4QG
Bringing Christmas to the Mushroom Kingdom is life or death. Maybe both?...
The dev path was just a door in the middle of the stage?
shameless self plug (You)
short and sweet, went back a few times to improve my time. would play some more of yours.
couldnt get past the beginning in the first, second one was better but still meh. maybe just not for me.
life and death was good, i liked the dual, opposite levels.
played the first one, tough but fair. the ending i died a few times before i got the hang of it.
also whoever did that drawing in the comments is hilarious
burner was fun, easy to run without stopping if you time it right. same with icicle.
thanks a lot for the feedback. hopefully the changes made it less frustrating
P5X-83H-5VG
Yeah I’m not sure why that guy didn’t expect people to go through the door. I can’t believe he managed to delete the level while the guy was still in it though.
1PM-WB7-7LG
This is the 2nd level I've ever made. It's nothing too fancy, its just a boss battle with a "Wrestler anxious about his next fight" kind of theme in a caged ring. I gave it an obnoxious click bait title though because my friend told me the main playerbase is mostly kids and they respond very well to click bait in his experience. It's really short but kinda fun. Give it a try.
fun level. did some exploring first play through then beat these twos high score
Life of etika RIP
1W6-T5F-5YF
A tribute to etika .
Speedy slippy cold nutsy
RVV-VK9-30G
A speedrun type level , don't know how no one has finished it yet.
Mario in miracle world
XCJ-X5R-TVG
First level of alex kidd in miracle world
Cruel mansion
7DC-JK2-VRG
this one can be hard if you don't find the easy way to beat the boss.
Beat it, LONG ass level, challenging, it was nice. I like ant levels. I hate parachuting enemies though lol
Damnit. Now I have to play again. I know I can shave off a second
I can’t figure out how to make the jump to the doughnut from the blue skull platform, which is a shame because I’m having a blast with the level up until then. Is my timing off?
I just cooked this up. It's more of a proof of concept with messing with pipe spawns but I liked what came out of it.
>Sky Koopa Raid: PRR-3V8-YRF
Also I'll shamelessly plug my previous stage from earlier. A traditional vertical style snow level.
>Slippeak Mountain: 955-5V8-MRG
Are there any ways I can design a gate that Mario equipped with a spiny shell can pass, but not a buzzy shell, and then a gate that he can pass with a buzzy shell, but not the spiny one?
Thinking of a level where you pick one of two helmets and then have to take the appropriate path and can't go down the other way.
Wow, I didn't think it would be easy, which was why I put the fire flower pipes in each room. Should I remove those and the platforms then? Or just keep one of them?
he lined spikes behind the goalpost so you have to get the bone shell, go through the door, hit the hidden block and jump on top of the spikes to clear it
Got it
not a bad level, the ice and door placement is really fucking annoying though.
what was that etika level? nothing made any sense other than "RIP"
alex kidd level broken
i'd consider removing them unless you add enemies that force you down from above like flying critters
thanks anons for the good levels, goodnight
spiney shell -> breakable blocks above you
buzzy shell -> maybe pushing a thwomp upwards (but not killing it like the spiney shell would), then spin-jumping on the thwomp or something like that?
probably going to have to put them behind one-way doors kirby style.
Yeah, that jump is pure timing. It is a difficult jump for sure, though. You should jump very shortly after launching- not immediately, though.
>make a level level that's near impossible to die in
>don't want to bore people so I made my next level just slightly more engaging with a few more enemies and a few pits
>less than half of the players can beat it.
Nani the fuck
>havent had an idea for 3 days even when trying out Yea Forums courses
TFF-3Y7-1RG
15 trials in a tower that stretches to the sky. This one took me a while to make. See if you can beat it and as always, all feedback is appreciated. I'm beat after spending so long on that level so if any anons want to respond with a level for me to play then I'll do so, i need a break from creating
feel free to check out my other levels too
I dunno, but I do know dry bones shells operate differently since you more or less ride em. you could do what said, and then have one path be things that attack from above (whomps), and one be things that attack from below (spikes, lava, etc) or require jumping off the shell (same thing as yoshi sacrificing)
A LARGE percentage of people playing mario maker don't usually play platformers. You ever see a "gamer" try to play mario
actually just a thwomp for both would work, the buzzy shell will push the thwomp upward but keep it alive whilst the spiney shell will kill it completely - stack something on the thwomp, like bullet bill blasters, and you could have a bridge with a different height depending on whether the thwomp pushed or killed.
Not sure if you're still around but played through it. Died a stupid number of times trying to get all the coins or just fucking up but it was pretty fun. Gave it a like so hope to see it in circulation
PPQ-T1V-B1G
Apparently there's a soft lock in this level, but I really have no idea how it occurs. If someone can inform me how exactly you can softlock yourself I'd appreciate it. It's really short.
Damn, props for getting all the coins.
Down In The Bonehoard
3LT-3GT-HFG
I was playing Thief the other day and I just decided to make a level based on that. It's not a recreation. Just something I made for fun. Spent way too long trying to make it look good.
Pretty fun! I liked that you established a few of the gimmicks early (the first room is set up nicely, showing off what the level is about).
The difficulty was at a good level throughout, never jumping too far in either direction, and maintaining a fairness that was consistent
I think moving the first checkpoint to the beginning of the room with the thwomps would be an improvement, since it's easy to get instakilled when you get to them
My favorite part was hiding the key in the drybones and making us use bullet bills to kill them
Very neat, well designed, consistent level!
>i'd consider removing them unless you add enemies that force you down from above like flying critters
Some Paratroopas/a Paratroopa pipe sounds cool. They can even double as ammo so I don't need to justify the fire flower pipes anymore. Thanks user, I'll try that out and see how it goes.
Play my stinky level.
20 second speedrun level with swings and koopa jumps.
WNG-2PS-SRG
Here's my stage MVY-FXX-L7G also I drew this since I could barely find any Nina lewds
Comfy EZ Snow Level:
MJ0-96T-Q1G
2 Challenging Castle levels:
HN7-MXN-1NF
Y9V-M5P-TGG
and 2 Remakes, both made with versus in mind:
PR3-T8H-38G
1F7-TFS-WQF
Using the buzzy beetle to enter the second ship and then wasting the shell by hitting it against the naked Koopa Troopa makes it so you can't exit anymore
Why won't anyone play my hard level but thousands of people play Panga's ridiculous kaizo levels?
7VJ-WPM-SWF
Tough but fair. It's been reiterated many times. Should feel like a professional level.
Sort of a SMB1 for more advanced players. Just a few tricky jumps is all. Balanced for fair challenge.
You'll probably die a few times to find where all 6 red key coins are. But then you should be able to do it in one run.
9P3-QRH-LJG
Feedback appreciated
Fuck, okay thanks
It’s late, if no one clears it by tomorrow I’ll grind it out until I get it. I really like it that much. What’s hilarious is that once it gets into rotation, you just know players who don’t recognize the level theme will complain because it doesn’t have checkpoints.
He’s famous
It also happens when you enter the third ship this way
I mean, you'd have to be really dumb or unlucky to get that softlock
But it's possible.
Here's a hint, one of them has a following.
I got really hopeful that I had a shot at being on the leaderboards as I have 8000 Maker points whatever the hell that means, but looking at the current list it's just popular twitch streamers like Vinny/Ryukhar/etc
Nice.
Try my poison stage please desu
RJ9 LBD YDF
Considering how hard it was for me, I wish you luck.
Thank you for your interest.
People are definitely going to complain but that anger makes all the effort of uploading it worth it.
>Like world the best
>Realizing how fucking ugly it is for a lot of it's assets
Why does the bridge look like that, why do spike tops have 6 legs for some reason, why do cut off walls look like ass to the point you need them to be 4 tiles wide to look acceptable. It's so frustrating.
Thank you.
Nice
Also, fun level, very cool. Why did you put a checkpoint right at the end?
Otherwise, the only thing I have to suggest would have been having the on/off switch play more into the gimmick, either by having it turn the pipes on that spawn the fireballs or the lights go on for a second or something. Otherwise, great job, the level was really neat, and it was cool to see all the small details you put in
>bridge
I think it looks nice. It certainly looks better than SMB's bridges.
>spike tops
Wow, I never noticed that.
I don't think it ruins them, but yeah I definitely prefer pretty much every other spike top.
>walls
I assume you mean the way every block has an "outline", because yeah that definitely irks me.
That being said, it's still my favorite theme visually.
>Have to wait until this Thursday to get paid and buy SMM2
>By then, these threads will either die down or be moved to /vg/
I just want to belong
Classic concept of avoid the P-switch, updated with new items. Tough, since this type of level is inherently 1-hit loss, but checkpoints are very close together
Thanks for the feedback! There's a few things I regret not going further with. Also the checkpoint at the end doesn't make much sense to me either but the first checkpoint is pretty early in. So it was really just bad planning on my part.
What a fantastic level.
I can't really think of any criticism to give. Just... keep it up, I guess.
It will be better when they die down because there will be less levels and more of a chance for people to actually play them.
Oh fuck man thank you so much. I worked so hard on it so I'm so glad you enjoyed it
>still not even a single person has tried my stages.
im not expecting much, but not even randos are playing my stages
hello gentlepeople.
i like making kind of puzzly le think levels. im not very good at aesthetics.
KKK-7MW-4CG
this, you cant even get lucky with your level getting used in someones endless challenge.
>already starting to feel like the levels i made days ago are shit and outdated
help
I'm about to make Crush Crawfish's stage from Mega Man X3, would anyone be down to play it soon/eventually?
Damn user that was nice as fuck, some of these could have been entire levels by themselves. I did time out like twice trying to beat it but I appreciate my obstacles being timing puzzles and springs instead of outright dying. 14 or trying to get that buzzy beetle onto the crane ate most of my time. Don't have much to criticize really.
This user is not lying, it is fantastic.
5 is ruining my night. I cant get the timing quite right. Nice work britbong.
I tried the pirahna plant fortress and honestly i feel like there's quite a bit you could have done better. The level feels disorganised and there's no clear direction on where to go once you go underground. Also if you wanted to convey a fortress then why not go for the airship style or a castle style? I'm sure the level path may be clear in your head but try to keep the player in mind, keep trying user!
Thank you both so much! I'm relieved that my level is being enjoyed
Made a bill blaster train using conveyers, featuring on/off shenanigans. Hopefully it's not too difficult. There's also a secret that awards two 1-ups, I'll be impressed if you find it.
TH2-F15-BHF
>muh soft lock
Do people just not want to click the reset button?
If you reset it resets the whole level, not just back to the checkpoint, dumbass.
Shoot, just realized I forgot to add coins. Gonna delete and re-upload.
>KKK-
Nice code get
It was a really cool level, and don't worry, I think it stands up really well on its own. I wasn't trying to say there was anything wrong with it, simply what i think a cool direction to move forward in would be, had you decided to make a similar level. I really enjoyed yours, though, and think you did a great job
How do I beat your bombom pow block puzzle? I get the bomb down to the block but it never sets pow off. I have timed out twice now. Am i missing something?
Had a blast playin all your courses. Probably played 50 of Yea Forums's in all, and I like to think I did a pretty good job at gettin those world records. So I figured I'd return the favor with what turned out to be one fuckin artery-popper of a course. Didn't intend for it to turn out that way, but the more I played the more I kept laughin at all the stupid ways I died, not from what I couldn't see, but my own greedy fuck ups. It's a SMB style level where you gotta get at least 250 coins. Yes, 250. So here it is.
Golden Pinwheels: KPW-Y4M-L2G
The pows are there to crush the bomb if your timing is off, your goal is to blow up the ? Block. I couldn't use hard blocks there since bombs blow them up. Pow blocks are the only indestructible blocks that move across a rail. Sorry for causing confusion
Nice level! It's a neat concept, and got me thinking about how neat some other level could be that went deeper into the roleplay of a train breaking down and you needing to run repairs on it. I think the level could have done with going deeper into its concept like that, honestly -- a few places where you have to dismount the train further, or there's some more complex obstacles you need to work around (P-switches?). But if you were trying to make it simple, I think those goals might be contradictory.
Also the final on/off switch joke was hilarious... assuming it wasn't a bug.
And I found the secret. Noticed the clouds in a jump just before reaching it.
Building off the low-gravity mechanic in the sky night level, I made a fairly difficult level for the average player, but anyone who can play kaizo should find it piss easy. Please try to beat it!
F94-G9R-QWG
I'm retarded and just noticed the other element I was missing (don't want to ruin it for anyone)
rube goldberg would be proud of you user.
can someone please tell me what this setting does
you know what I'm gonna suggest you put horizontal stage hazards since all you have now is vertical, and maybe put a smaller ceiling with the fire cuz you can jump over most of it.
Just spent the better part of the day making this.
MJ4-T72-DTG
Koopa Hill Zone.
SMW level based on the multiple path layout of old Sonic games on the Genesis. Like in the Sonic games, it pays to stay on the high path.
Leave a comment and tell me what you think.
Appreciate the feedback. I try to keep my levels fairly simple, so I probably wouldn't go too in-depth with a story like that. And yeah, it wasn't a bug, just thought I'd fool the player into thinking they'd have to do another tough platforming segment.
Darn, I even moved it forward a bit so you wouldn't likely see it by jumping.
Great suspenseful level user, kept me on my toes and my heavily focused. I couldn't beat it sadly but i'm definitely gonna drop a like on it and see if I can return to it later. I love the idea and the obstacles inbetween the koopa troopas.
I'm relieved to hear that. I hope you managed to laugh at least once, too, I feel like with the trampolines and shells there's just enough controlled chaos where somethin weird happens without you dyin instantly.
Reuploaded. Thanks to whoever played it the first time, I'll understand if you don't have the time to do it again.
C4N-7R5-G2H
not bad, a little slow I'm not seeing a whole lot of Sonic inspired level design but it's a nice idea
I was really impressed with this one user, cool idea with nice obstacles inbetween, I even like that the train stops at each "station" so you can focus on getting it moving again. My only suggestion is maybe have a speedy platforming section where you dismount and have to race the train to board it before it gets too far away? Gives it a nice bit of suspense and challenge that would really fit the level well. Good work user!
see now this is good level design because you don't want to quit form dying it doesn't feel like bullshit that you died and it's interesting enough to make you want to keep going, nice job
Thanks. I thought about that, but figured it would be difficult due to the train potentially despawning because the player fell too far behind. So I just opted for the speedy section at the end instead.
That means a lot to me, I was worried that a few areas would feel unfair if you didn't know about them ahead of time.
Really neat idea! I enjoyed it a lot. It might be worth noting that at the wall about 2/3 through the level, if you hit the switch right away, the bullet blasters stay 1 block apart and it's really easy to fall between them and die.
when will you be able to play with friends/specific people in multiplayer
Thank you guys for playing my level :)
Is it ok to take the lack of critique as a sign of my level making growth?
Is this the daily level share post? If so here’s some of mine, reply this post with yours and I’ll check em out.
Spooky Halloween House!
RNM-J38-6XG
-Cheeky Little Shell Jump Trainer
1HL-6T2-7MG
-Toilet!
C86-W93-09G
-Zontaur’s Airship Level
GBD-G5K-1JF
Yeah, unfortunately when the blasters move onto the faster conveyers they separate. That's why I put the big wall there, to group them back up. I didn't consider the possibility that people might hit it early, figured they'd see the blasters separating and try to stay still.
Here’s one I made, I feel the rng will make you rage but you should be able to beat it in under 1 minute with 4-5 deaths
KRX MPX 83G
Oh yeah, the other thing I wanted to say:
I really liked how you added rails to show where the lava bubbles would be, and how you demonstrated that just before the section by having them do their jumps on the rails just beneath you. By the time their section came up, it was really easy to know where to watch out for.
Mm, I always try to telegraph the range of enemies that are near impossible to react to. Jumping Piranhas are another prime example, and with Thwomps you can use it to indicate what direction they go.
I am nowhere near as good at the game as I thought I would be. I am so fucking bad at managing momentum--meanwhile, I can one-shot games like Ninja Gaiden.
Generally speaking, is it better to counter momentum with an opposite input, or simply let go of that input altogether? I feel like I overcompensate way too much with the former. I felt more precise and like I preserved more momentum with the latter, but I don't know if that's a dumbfuck technique or not.
beat it
Got a few, could use more input
A Stage of Ice and Fire: YP0-9D3-RHF
Deep Dry Dunes: RQ2-F4R-CFF
Totally Tubular: TH2-KKQ-CYF
Blustery Bark: 72N-W7L-0LG
jesus christ man, I really like the puzzle parts of your level but the kamek sections are hell? I doubt many people will want to suffer through all that randomness, maybe make them a bit shorter. I got stuck after the third checkpoint because I acidentally put the shell on and now I have no way of killing myself so I have to let the clock run out for 5 minutes because theres no way I'm doing it all over again. I'm gonna beat it though now that I've come this far. I'm gonna give you your first clear so try to be the first to beat my puzzle level as well: K19-W30-MSF
or, second checkpoint, rather
Just finished this one up if anyone’s interested, feedback is always great if someone does end up playing it, I’m not sure if I made it a little too difficult or not.
F18-4VF-54G
please respond
Panga's actually good at the game, and therefore has a good grasp on hard level design philosophy. Your shitty "hard" level is probably jank city, and nobody gives a shit.
The same applies to all you other plebs trying to make hard levels. Unless you're good at the game and beat other super hard levels, you will never be good at making them.
Tried to make a simple maze with Bowser chasing you to add a sense of urgency
RD9-WLL-WDF
6 tries, nice desu
Try these if you liked it
598 M7K 4QG
FH7 6R6 VDF
so here's the secret with mario maker, all the levels use the same engine so it's the same physics no matter if it's NES or 3D World in MM1 it used the NSMB engine this one uses the 3D World engine with weird hitboxes so it's more floaty than you're probably used to.
>doing a 1:1 recreation of one of my MM1 courses
>hit the enemy limit
any specific numbers? just curious
First Level I've Made:
R09-6BD-FFF
I dont know how shit works, so I put goombas down
I’m pretty sure the limits were switched around a little for whatever reason.
When you die and restart from a checkpoint do any doors you unlocked before hitting the checkpoint stay unlocked? I'm making a level based around solving puzzles and collect keys to unlock doors to progress but I don't think it would be fun to have to redo the entire level if you died.
pretty good, overall level aesthetics were great it could be a genuine SMB3 level
Dilate
Made a new level!
Pipeland Japes: a traditional course based in World 7. No kaizo, no trolling, no bs.
First three courses are kaizo with emphasis in shell jumps and positioning but if you're used to these, they'll be cakewalk. Fourth is a traditional course based on World 1, again no kaizo or bs.
I hope you enjoy them! Comments, likes and feedbacks are always appreciated.
Not him but do you have any suggestions for hard levels? Endless always seems to give super dumb levels.
Can you choose your character in single player?
Thanks, it took a while to get right, the semi-solid platforms were really fucky in the second section where I had to place a ton of them down.
Well, that's interesting. I didn't know that. I guess it'll just take more practice.
Beat it
barely did the 3D world coin one
barely did the SMBW coin one lol I could do that one faster I didn't notice the cloud till like 3 seconds in
Pretty fun user. I'm personally not a fan of coin-collecting requirements, but it wasn't too much of a drag on this one.
do retards just not want to properly design and test their levels to make sure they aren't jank garbage?
it worked, also you can kinda cheese it if you get ahead of that first giant chain chomp
Only for high skill
974-00B-RSG
not in story mode but you can in course world and endless
Stop being a lazy fuck and stop rushing your levels if they have softlocks.
I had a feeling that section might have an issue, guess I’ll have to fix that at some point.
The ultimate redpill
this game is only worth it if you are an e-celeb, otherwise youre just another cog in the machine, whose only purpose is give likes and comments, no one will play your levels
I'm literally playing everyones levels in this thread right now, just waiting on new ones
Mario-Vania
7DY-9FG-3JQ
Just uploaded
A non-linear level that plays similarly to a metroidvania.
Dry Ice
CGT-C1R-G2G
Used mm2roulette.neocities.org
Mario's Airship Malice
PHF-JGS-SHG
Just your standard airship level.
>no one will play your levels
Make better levels, and share them in these threads. One like can be all it takes to get the ball rolling if a level is genuinely good.
So? I don't need a ton of Useless Points or a gold fucking medal and whatever silly cosmetic comes with it. If I didn't enjoy making the levels, I wouldn't make them.
*blocks your path*
Someone somewhere is going to play your level eventually. Probably not a lot of people and chances are that they'll either find the level too difficult or too easy, but it will happen.
>you will never surpass Nore in likes or views
Why even live? His power level is so strong all he had to do was make an on-off speedrun level that plays itself and he’s topped the chart since release.
>decide to play multiplayer co-op
>two people pick "Super Expert"
At least they stuck with it. Took us over an hour to beat this course
PYS-6LY-1SF
Why is multiplayer so good?
God speed, kscluna, you glorious bastard.
Co-op is one thing, but Versus is such a clusterfuck. Not to mention half the levels you play aren't even designed for it so you end up with shit like rising lava levels going through the length of an ENTIRE VERTICAL SUB-AREA, and then back down to the bottom, before you're able to respawn at the checkpoint flag that was placed in the path of the lava.
And if I have to have one more fucking locked door key fight I'm gonna blow a gasket.
>make one mediocre level
>gets more likes and plays than any single Mario Maker 1 level I made
Get flexed on, nerd. The key is to engage with people.
Holy fucking shit dude did you beat this? If so any advice on the timing? I made it to the goomba once but that's all
>make a test level
>1000+ views in a day
>make a handful of levels that took over 3 hours each
>none of them even get close to reaching my first level
Still nice to see the comments I get on my newer levels though.
Really good dude! Having a lot of fun with them. I'll give you a follow
This is rated the hardest level in the game without jank by a lot of Mario pros because it requires complete mastery of switch jumping. There's a reason it has a 0.00003% completion rate.
See:
The new level Panga is working on will be harder than this. Panga's first two levels were literally warm-up levels.
I have a bronze medal for all-time maker points and I ain't no e-celeb
I stayed up way too late making this, can someone try it
HXC-YRC-38G
dang user I have 5000 and thought that was decent considering I ain't just some streamer, how do you have 8000 already?
>How are you enjoying the game?
A lot
>Do you think it's an improvement over the first game?
Absolutely
>What do you want to see added?
Maybe another style. 3D World could also use some parts from the other styles. Maybe the return of 100 Mario mode. Endless almost always ends up with you getting some unplayable bullshit stage, even on low difficulties.
reason why i chose underground is because it was the only setting that had the background look like it was indoors. plus i wanted it to feel like the place was built by the PP, hence the mix of stone and dirt all over
as for the direction , i kinda wanted it to be nonlinear, like you were wandering through an actual base, and that they weren't completely ready for you. it did get a little scrunched due to the limit on how wide vertical levels can be, maby i should use more pipes to transition to the "outside" of the fort and have a few bit happen on its exterior in zone 1
i should also call it a tower, instead of a fortress.
The Angry Sun's Lair. Rising lava level with an angry sun and a shell surfing section at the end
3L3-06W-CGW
Piranha Creeper Creek After Dark
Remake of the Piranha Creeper Creek After Dark level from 3D World with underground section from the first Piranha Creeper Creek level.
535-RRS-7TG
Sunny Skies
Super Mario World flight level. Cape is necessary to win
MG9-JCT-D8G
Carnival Night. Basic 3D World carnival level
5MC-GH2-9SF
Man the 3D world seriously seems limited with the things you can do. Tried to make a kart based level but all my ideas went out the window quick.
Oh well. Play my crappy level Yea Forums.
The Koopa Klose Race: 7JF-B0H-LPF
Didn't even know switch jumping was a thing. Watching those videos, I'm just gonna give up.
Really hoping to see if I can get feedback on my level, I will be playing levels in this thread and leaving feedback as well!
(F1G-38H-LPF)
Goomba Pound Factory:
Goomba's are being manufactured into goomtein powder! Help save them from this nightmare. Try to find the secret path with Goombalina's assistance.
Is upload date something you'd want to see in the spreadsheet? In the previous thread someone asked for it but I don't know if it's that important to include. Keep in mind I can only tell you the time of submitting it to the list, not when the level was uploaded.
Only idiots would play my level
KPR-1MT-N5G
Saying that's not gonna get you any players
Good!
Try this. Good entry level hard level.
9C4-7NB-M0H
Didn't want them anyway
sure, I'll try it. I stayed up late finishing my Angry Sun level too. Finally finished.
Dont want to be a dick, but it feels like you did the aesthetics first and tried to shuff some gameplay in.
Waiting for the bombs was dull, and having to do it 5 times in a row isnt fun.
After dying 3 times because off the bomb RNG I quit .
This. Plus, I'm just not a fan of puzzle levels.
God damn, "entry level" and you send me a panga level. I'm definitely gonna try to get past where I am right now but I get why it's a good level. Timing, speed and precision are needed to beat it right?
Pretty good, did find the flamethrowers a bit frustrating, maybe ease up on them a bit
Thank you so much for playing! I sincerely appreciate the feedback. I can adjust the burners for sure.
The Fleet of Hans Moleman (Bossrush style stage)
7B4 - 993 - 1RG
Boom Boom's Fuck House
CL1 - JGF - NJG
Cheese time (first level i made just playing with the tools, not a seriously made stage)
PPQ - 7QC - T6G
Not my stage btw
N691B7FFF
New courses only lists the newest 50 courses. I can change it, though. Not sure what you mean with your level not showing up after submitting it.
Thats fair. I did put a lot of emphasis on the spectactle. I tried to have a balance of gameplay and visual flair, but I may need to go back to the drawing board and see if I rebalance things. Thanks for the feedback, user.
Probably dead this late, but just finished a short and easy course using switches and thwomps. Be nice to get feedback if the level feels at all smooth for other people, or if the resetting thwomps make it awkward.
C82 M44 YHG
Please let me know if my course is too hard!
YCC-PBY-VLG
no
Give me Rex, Dino Rhino, Thwimp, and more Athletic Stage stuff like the spinning square mushroom blocks from U, dolphins from world, etc. Also let me change the music, because I really don't like the Sky theme for SMW
The parachutes on the thwomps mess with the usual timing and kinda slow the pacing down, though for some areas i can see why it's a good idea. Interested concept!
FKD-NT6-LPF
Leave a retarded comment like "based" or something and I'll play your levels
Posted in the last thread, but here’s Stormy Ascent on MM2. 2 small sections were cut bc I ran out of room, but besides that everything is pretty much there. I’m proud of how this turned out, but trying to upload it was a hassle. My tip to you is to utilize your normal and spin jumps. You don’t need to spin jump to win, but it certainly helps in some sections. And this level moves by pretty fast if you know what your doing! And the key isn’t required, just a bonus (they are the N. Brio tokens)
MXD-2K9-L1H
based
The only thing about this game that really bothers me is that it has less playable characters than the iPhone game.
Frost
MG1-8PC-BLF
Vote for Luigi
9CX-P5V-M2G
Rising Fast
878-8F9-0NF
NEW THREAD:
oh I get it, you jump right when you hit the switch
Not too hard, but key hunting is not fun level design. Dunno how I got the key in the first place, but I must've bonked into a block randomly.