Super Mario Maker 2

Course sharing thread - Actually play courses shared by other people Edition

Everyone is sharing their courses but not many people are playing them, before posting your own please play at least play 3 other courses (most preferably ones that were recently shared) so that this actually works out.
I'll try and play as many as I can in this thread and give feedback

Mechanical Underground Forest:
WNS-FBF-BLF

Yea Forums course masterlist:
docs.google.com/forms/d/e/1FAIpQLSd_F2czkwgrdgD4JOqDHixDqAzn2Q1uRqMZcNkzQZnjeaCHmg/viewform

Attached: nina.jpg (1177x1554, 168K)

Other urls found in this thread:

youtube.com/watch?v=tG9mSZRpfIE
youtube.com/watch?v=IoSL1ugICeE
twitter.com/NSFWRedditImage

I've played well over 3

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

I love this community

...

Playing levels in the thread throughout the night!

(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.

Bunsen Burner (X96-3DQ-1MG)
simple level with burners

Flying Ace (PFJ-GBY-GWG)
Fire Clown Car level

I hope you like it!

How do I pin objects?

with winpin

Not one. Not two. Not three. But four new courses!
That's right here are FOUR (4) newly created courses for you to play and enjoy.
They're all 0 clears right now, go quickly and grab those free world records!

>Triple ! Puzzle
WGP-PN0-11G

>Pound World
1T1-WT0-11G

>Flip a thwomp
RNM-0W0-LSG

>90° burn
1FT-QKH-QSF

If you want to suffer, play this level.

KPR-1MT-N5G

Midnight Walk: 1H4-WTY-0JG
Messing with my first level, simple one to beat

Grand Boo Heist: T38-RYD-RBG
Coin collecting mission. Can be difficult if you don’t go for the big coins, but still manageable without them

Stormy Ascent: MXD-2K9-L1H
Remake of the Crash 1 level, it is difficult and I recommend using spin jumps in some parts of the stage

I will play the stages of the first 5 people who reply, as well as and levels

Play this one:

Do couse points actually matter or no?

>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

Attached: 1562038933338.webm (1280x720, 2.37M)

Maker points*

Attached: ).jpg (390x288, 53K)

Hold your finger down on the picture of it when it’s at the top

Here’s my latest level, since finding this thread I’ve been making more because people might actually play it:

Flying Koopa Heights 2: Y71-TLO-9HF
(Quite a fun little level, had fun making it and playing it, it’s a “sequel”to one I made on the original Mario Maker that got a few plays.)

My other levels are:

Pipe Infestation! 93G-G2R-QRG
(Mario returns to his roots to sort out a bad Piranha Plant infestation)

Escape from Thwomp Ruins YY2-63K-J0G
(Thwomp Level, sequel to one I made on Mario Maker 2, it is pretty hard though)

Very Easy Level 1FT-Q75-YDF
(Just a quick easy level that I made when I first got the game, guess you can try and beat the record time of 15 seconds)

Dryfire Castle
R2B-8T9-3QG
Spike Top Hive
5R5-NNS-SPG
Honey Hills
F1Q-CLF-PLG
Icy Cavern
9R2-5KJ-75G
Spiky Jungle
P9L-L54-Y5G
Muncher Desert
5FJ-B5P-WFF

Attached: 1561973848943.png (865x805, 635K)

Hi can you please play a couple of I will have a go at yours now

just started and already loving it
every level that starts by throwing a fish in my face is a good level

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

9P3-QRH-LJG - Behind the Scenes: 1-1

>Bowser's Fortress
1F9-2FQ-50G

>Koopa Derby 1-2
7G2-Y0F-TWF

Open for any ideas, suggestions, and feedback

I've been thinking of making a level with a theme of entering Yoshi's cloaca but I'm not sure how explicit I can get away with

Weird fetish.

Guess you can use this post as an anchor

Please send feedback, I want to become better.
W2P-GYC-RRG

Attached: B511E1AB-0949-4812-A37E-D2F469B23819.jpg (884x463, 137K)

ahah

Completed the Angry Sun's Lair, fuck that was hard but really enjoyed it, I was able to make the sun disappear in the second part, that made it a lot easier

i just finally beat the last game i was playing, and im looking to pick up this game. can i use any stylus for the level creator? like if i use the spare from my note9 phone, will it work fine or does it need a special switch stylus or whatever? using my finger on the touch screen for fine movement seems like itd be kind of clumsy.
aside from that, i gather it's a worthwhile game, right? i've still got like 5 games i havent even touched for switch, but i want to play the new marios. you all happy with your purchase? switch goty so far? whaddaya reckon?

Attached: 1511866815949.png (915x1250, 661K)

glad you liked it. Did you end up taking the shortcut? Or did you go through the pipe near the end. By the way, really liked Midnight Run. Was spooky and comfy mixed together. Poison mushroom is even more irritating than in Lost Levels

I finished a comfy snow level based on the Freezeezy Peak world from Banjo-Kazooie. You have to collect 10 big coins that replace the Jiggies. Most are hidden in the same spot as they were in the original, some however are in different places. It also has some chill night time segments.

Attached: CA9912B5-2DB6-4D13-BA00-2448C01CFEE7.jpg (1280x720, 143K)

Couldn’t beat the level on my first few tries, I’ll try again later when I finish playing others’ levels. The Thwomp part has me stuck

Had fun with your levels, cape one had me salty tho lol. First course said it wasn’t found so didn’t try that one

Playing next few courses from replies

Fuck I uploaded the wrong image

Attached: D5E08ECE-CBD2-4686-B5D8-E9699136E58C.jpg (1280x720, 143K)

I play yours you play mine

>Grand Boo Heist: T38-RYD-RBG
I remember playing this the other day. I never completed it because I hate having to re-collect coins after death.

Shilling my own level with 0 plays: 9Y5-MQP-WVG It's a short puzzle level, the goal is to get the bomb onto the note block. Do not walk too far to the right as pow blocks can despawn.

If you enjoy that level, I made a similar level with the same goal. The theme is different and it is quite simple in comparison. YC9-8GN-WYG

Loved the aesthetics of the Fire and Ice level, but personally I would add a checkpoint before the rising lava part

>Perilous Peak
59V-T9L-4YG

>Mushroom Manifold
3VC-01R-X9G

Fairly standard levels with a slightly higher difficulty curve.

>mr melting pot lava castle
damn, comfy as heck snow

Attached: 1404941571061.jpg (1380x1000, 295K)

I got a key and went into some door and then the sun disappeared, went into the pipe at the end

I suffered, and just when I thought it was over, I got wall’d off and had a giant fish shoved down my throat

First one didn’t load, but the other levels were pretty fun. I like the fact you place nice little secret around

Attached: F9444CAA-A6C6-4ECB-B94D-4AFA6937D69C.jpg (1024x576, 67K)

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!

Attached: 9YTCHNNFF_The_Mariana_Trench.png (2000x1122, 1.6M)

Nobody wanted an ANCHOR this time? Posting my levels before I head to work:

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! Bounce through the clouds to reach the golden path.

Brinstario Abridged
3V9-KDQ-FTF
Upgrades optional. Now with bonus "Kraid"!

Oh hey I was one of the guys who gave you feedback. Cool to see that you have reworked and improved it a little bit.

>make a course that's a train powered by on/off switches
>you can't progress unless you're on the train
>some poor souls get it in multiplayer versus
It'd be nice if there was a way to flag your course as "good god do not give this to multiplayer ever"

so is it worth buying a switch now? I didn’t really like the first Mario maker but Mario maker looks good. I want to play odyssey and bayo 3 when it comes out too. I think I got like 20 hours out of the first Mario maker. Not sure why I didn’t like it

Thanks. If you were the user who told me to add a checkpoint, I have to really thank you because you were the one who really inspired me to rework the second half. I feel very happy with it now. Any levels of yours I can check out?

MQ1 XNY BXG
Spent an absurd amount of time on this level. It's also insanely long but has 6 hidden exits and lots of autistic secrets.

Attached: 1559713900042.jpg (900x675, 64K)

Poster of
What on god's green earth convinced you to include an upside-down boss fight with swinging hooks?

I don't know about Note 9 but the 3ds stylus doesnt work on it, there is some official nintendo stylus but its Europe only.
>using my finger on the touch screen for fine movement seems like itd be kind of clumsy.
I was thinking the exact same thing before it came out but it works perfectly, even when making on docked mode its very easy and convenient to switch parts and use the different tools. No problem with placing block using the touchscreen

Yeah you kinda have to do it all in one go. It wouldn’t let me set any check points at all. So I guess the difficult will always be kinda high which wasn’t the intent from the start but oh well

Fun levels, didn’t get it until the second course if I’m being honest. I think I just ended up cheesing the first course, but still great overall!

I'll check your revised mariana trench out in a bit, gotta go to the store really quick but will be back in 30 mins

If you want to, you can try my latest level (anyone else feel free to as well of course):

Desert Run - TT3-TDK-DPG
You're trying to escape the desert, but the thwomps won't let that happen and chase you right across! Fast level where you almost always run at full speed. Gets progressively harder across its three "segments", last part requires some spin jumping with Z. Medium to hard later on.

Attached: ..jpg (556x673, 162K)

Extreme Axe Thief 2
I made a level in the original SMM where magikoopa steals the axe and you have to find which one is the right one to kill and get the axe back. I tried it again here in the 3d world style but there is no axe in that so I made some changes it's a flag now for starters.
9C6-216-WQF

welp the level was great so far but now I'm softlocked with 300+ seconds remaining
that's kinda gay man

Snake Blocks on an Airship
"Make your way through a fleet of airships using snake blocks & spin jumps"
>RQJ-2CT-XVG

Spent maybe 2 days on this new level. Hope you give it a try. It's NSMBU themed.
I've added at least 3 shortcuts to the stage if you want to try and speedrun it too. They're marked by two "50" coins.
The snake blocks' paths are marked by coins (for the most part) so hopefully they won't feel as unpredictable as they sometimes can.

Previous levels:
Athletic Exercise
>7D7-Q77-SYG

Toxic Tide
>703-56M-BSF

Koopa Pass
>PFQ-PLN-V1H

Attached: saml.jpg (480x300, 36K)

Thanks, user

I have to say, I'm not really a fan of runner levels, but yours was a very good one. The coin trails showing paths is extremely fair to players, and the indicator like the wiggler one also helps people who may not immediately "get it". I feel like you were trying to be fair to people who found this map in endless mode, because the 1-UP mushrooms were generous at the checkpoints. Solid level design with solid mechanics, I wish more people would use coin trails like you did instead of telling the player to die to figure out the next part.

lol
just hate those boss fights with infinite powerups, tried to do something different but yeah i think i went a bit overboard
Prob one of my most fav puzzle levels yet, also like that you added a plot

How the fuck are you supposed to do a spin jump off a claw? I'm losing my mind!

Mount Mush'more
KWQ-F2Y-KNF

Fort Erika:
KRN-5JN-6SF

...

Flight of the Boo Munchers

KM8-4QQ-0RG

I discovered that if you put a muncher on a boo while riding a yoshi, strange things occur

I wanna see what someone more talented could do with this mechanic

Fuck water levels
...but that was really REALLY great. I felt like exploring an actual biome because of all the different enemies.

I will play the first three levels that (you) me.
Would also appreciate it if some anons try my (first ever) course and tell me how shit is is much you like it.

My Course ID: 722-L9C-QSF

Please enjoy this photo I took as well

Attached: _DSC4256.jpg (6000x4000, 2.31M)

You want three levels?
I'll give you four for the low price of one (you)
play these

Y71-TLP-9HF

I will play yours now. If you want another one: 93G-G2R-QRG

I will try Pound World because I enjoy the name

Okay senpai, I'll try it out

How do I learn to make good shit? These birb lessons helped a little but not enough

Does the clear % matter? Because I always feel really bad when I keep dying on people's levels and lower it.

focus on making something that you would enjoy playing. do you like traditional platforming with some gimmicks? boss fights? exploring and collecting shit? speedrunning? figure out what gameplay style you want and then work from there.

I can recommend the Ceave Gaming jewtube channel
He has tons of videos showcasing Mario Maker mechanics and guides on how to build shit
Most of the MM1 videos are still valid for MM2 with some small changes in the details, they make for a good knowledge database to build your levels upon

I tried your first one. I liked it, felt like a classic SMB3 level. The end part with the pipe fucked me because I tend to hold right after exitng a pipe. It's close by the checkpoint though so It din't feel unfair. P fun course user

I think it only matters for which endless mode the level is queued into
Super high clear rate will get your level into ez mode, high to medium gets you into normal, low into expert, super low into super expert

Thanks, I am currently playing your level and it's pretty fun, trying to hop on those caterpillars is triggering me though

Good level, great name, really neat how you wrapped mechanics with the narrative and symbols. I didn'/t like how random was the puzzle when you have to get the mouse to jump in the enemies to go up, the rest was okay. I will follow you closely to see what you make up next.

Koopa Derby is to simple and easy but satisfying. You should up the difficulty more but not too much to mantain that sastisfaction of running without stop. Add coins and sound effects in the next one

Here is mine is someone wants to give me that juicy feedback.
Requiem for a Bumper: H89-7NV-8PF

Thanks, user. I also hate water levels, I think part of what makes them so miserable is that the horizontal movement is so slow and the enemies make horizontal movement particularly annoying. That's why I felt that a dive would be a bit more fun. I also really enjoyed the glowing effect the moon gives items and enemies. Glad you enjoyed! I'm not at home right now, but I always go down the list of who played my levels and play at least one of theirs, so I'll check out what you made. If you want to tell me a particular level you made that you like, just reply with it and I'll save it in my notes.

Yeah I may need to edit it. I want it to come off as around as challenging as an average SPECIAL level in SMW but don't want it to feel cheap.

I was too much of a brainlet to clear pound world so I'll play something different now.

Already shilled my courses earlier, now I just want to play others. Leave me some courses, but just know if you leave like 5 of them idk if I’m going to play them all. Depends on how much I liked the others in the same post

here
I would like to insist: FUCK WATER LEVELS
Other than that one section right at the final gold coin bottleneck, the level is pretty fair. That section requires a lot of gitting gud, which is probably fine. All in all a very welcome challenge The 50 coin is fun to try and get too .

Fort Erika is the comparatively easier and shorter level, so I recommend playing that.

let's go for just four then
check these out

Thanks senpai. I'll try out some of your courses.
I ended up trying the flip athwomp and thought it was a p fun puzzle. I'm a total brainlet so puzzles that are easy enough for even me to accomplish make me feel like a man.

I tried your level, I like that you've taken a theme (The Skipsqueaks) and run with them instead of trying too many different mechanics and that you allow for players to retry puzzles. I also like that you start with one concept of using the skipsqueaks to stop objects and do different variations on the concept for each section.
What could be better is the visual design of the level itself. Try adding more walls and blocks to areas that aren't needed to give the level a bit of structure and use the semi-solid platforms as a background can really help the level pop. It may also be helpful to divide the level by using level heigh walls to prevent users from seeing too far ahead.

Freezeezy Peak
The visual design on this one is absolutely fantastic, you make sure to bring the essence of the level in different ways (love that the snowman still has the red and yellow scarf and using the donut blocks for his nose), and the puzzles themselves aren't too challenging. The open endedness of the level is also great allowing me to do each challenge as I find them is very enjoyable.
My only suggestion would be to add some arrows so that I have a better idea of where to go but I know that's the point of a collect-a-thon so thats not too much of an issue. (Died to too much dumb shit please ignore that).

Bunsen Burner
Simple level with some tricky jumps, but I would say not too interesting visually. Maybe have some alternating burners so that you cant just rush through.

Flying Ace
Same deal, not too much visually, needs some variance in the level with moving platforms or something. Was way too empty visually but there was some tricky bits to it as well which I liked.

Why are so many of the clothes in this game gay/for girls?
What agenda is Nintendo trying to push?

I've actually already played and liked it, I really enjoyed it user, despite the initial learning curve. I saw that you have another level though, I'll play that as well.

I've also made two so far:

Racing Bill Blasters to finish!
LG7-TD7-87G
First level, based around getting through each section as quickly as possible before the P-Switch is hit.

3 Hole Mole-in-One
76B-YF7-NNG
This one is based around bringing Monty Moles along the level then using them to get past obstacles.

These are my first levels made in any Mario Maker game so any advice is
appreciated.

My courses feel like they are missing, this happens with every creator game I play.

Hey guys, posted this yesterday going to do so again for more criticism. It's short and not too hard but I tried to avoid bullshit that you can so often find in fucking Course World. Try it out, give me feedback, I'll stick in the thread and give my own

The Descent
91W-MP9--T8G

Attached: DF48CA97-2349-4CF3-BF48-1ABE1FBD4FC1.jpg (1920x1080, 325K)

Same button as usual, Z

Any calculators yet?

>spend hours on a level
>still has 0 plays
TC4 71Y MWG
Would really appreciate someone at least trying to beat it. I'll be monitoring this thread for levels and I will rate anyone who gives me (you)'s.

Here a stage I recently made :

Pipe Panic! : 1KW-863-93G
It's a small auto-scroller stage where you will need to navigate in a little maze.

What do you mean?
That they aren't being played?

For some reason courses don't show up in Endless Mario for anyone to find randomly until they have at least 1 play.
So post your course here (and everywhere else) and get someone to play it, then it'll go from there.

I'll play your level if you learn how to use the screenshot button like everyone else.

Daily Brap Level Post

WJB F91 3QF
RD9 C6V 82G
5RK 6X7 YLF

snifffffffff

Attached: 1555463690240.png (459x578, 33K)

No, my courses always start with a conceptual idea but they feel like they don't actually hit the goal. I started making a level based around the first level of Ninja Gaiden 2 but it ended up feeling soulless. I rarely ever upload my stuff since I feel like it shits.

So I see this type of level a lot. You exit a pipe and a spring pushes you into a tow of piranha plants. What exactly is the trick to this?

Attached: 4D0A9660-AE0D-44BA-9514-1808C000920E.jpg (3264x2448, 2.42M)

Derby here, what kind of obstacles do you think would be good to add difficulty but not break flow?

you have to ZR over them

RD9 C6V 82G

I got to the flag on fort erika without dying and thought I had a big peepee until the red canons came in. Savage.

Spinjump up, you'll do one continuous long spin over all of them

spinjump
it's a very basic speedrun level setup

>Pyramid Persistence
011-RLH-KPF
Try to find all the secrets in this realm shrouded by the desert sand!
[MEDIUM]

>Airship Assault
F1G-YCJ-R2G
Strike an incoming airship, prevent the bombing of Mushroom Kingdom!
[MEDIUM]

>Keep Kerfuffle
7QX-QMC-CFG
Bowser Jr. is trying his hardest to defend this keep! Can you find out why?
[HARD]

>Matroid: Zebes
WJQ-Y29-DPG
Space Bounty Hunter Mario investigates a suspicious distress call.
[UNRATED]

>Fever Dream Donjon
R8W-F85-6CQ
Traverse your enemies, defeat the victory, achieve the fortress?!
[EASY]

>Downward Dune Dash
YY6-GJB-SRG
Up or down, riches or speed, the choice is yours!
[EASY]

How can you see the difficulty ranking of a level you uploaded?

You can't. I base this off of clearance rates.

Yo, do I need an online sub to play courses?
I've no desire to build any. Just play.

Not a bad concept user, but a bit too basic for my tastes. I feel you can do a lot more with the cape to tale advantage of its abilities. The level itself is fine though.

Hey man sorry something came up, but I didn't forget. Just played the new version.

Very nice! I think the second part of it feels much better now and should people die they don't have to go too far back. I think this stage could go far as the idea is really cool and it's really pretty to look at too. Liked it for sure.

Here are my shit courses

>A SMB stage very short and sweet
TMX-93Q-JJG

>A SMB3 course with two paths one for fire flower and one for super leaf
97L-RQ5-CSG

>A SMW course where you must finish riding a red yoshi.
PMW-J1T-9PG

>A NSMBU Forest and underwater level
TPT-K8S-BGF

>A SM3DW level filled with madness
PTQ-JWC-3HG

>A SM3DW underground stage
M4N-S1V-0RG

You can't. However, other people can. If they download your course, then go into their coursebot and look at your level, they can see the exact rating (easy, normal, expert, super expert).

Clear rate doesn't mean as much as you might think it does.

What you see under "clear rate" is nothing but how often the flag was touched vs how many times someone started the level.
If I go into a new level and clear it first time, it will say 1/1 clear rate 100%.

If I then go and think "hey I could set a really good time for this and get a long lasting world record!" and I keep playing the stage over and over but resetting it when I mess up a jump or lose time in some segment, it might just say something like 2/50 or 2/100 or what have you when I'm finally done and the clear rate shown will be ABYSMAL.
Yet the stage will still be rated as easy because out of 2 people who loaded the level 2 have completed it (the number next to the footprints symbol is not how many unique people played your stage, but how often anyone has loaded into the stage. Resetting doesn't add to it, just actually reloading it fully aka exiting and coming back in).

And that is what the game looks at. The game looks at your play count (footprints number) and compared it to your clears.
For example one of my stages has a clear rate of only 2.2%.
Sounds hard, right?
Well in reality many of those attempts were by people trying to get good times. If you actually divide clears by how often the stage was loaded, the number is something like 29% for that stage. Suddenly it's not THAT hard anymore. 29% of the time when someone entered my level, they ended up clearing it.

Attached: 1488732477636.jpg (940x705, 381K)

>that Castlevania stage in the current Top 10

Absolutely kino.

Posting some of my courses, will be playing some of the levels in this thread too

Mario goes to McDonalds (new)
3S2-SYV-PWG

Indiana Toad (14% clear rate)
1PT-B05-4JG

Attached: D-jRL2VVUAEa2YX.jpg (1280x720, 227K)

Skip & Boo

Completed them all, they were short and straight to the point. The puzzle ones were cool, but the 90 degrees one was my favorite

Spend more effort on your stages. It was fine for the SMB stage to not have many elements as that is the nature of SMB, but the SMB3 course was way too short and not nearly enough going on.

>A SMW course where you must finish riding a red yoshi.
PMW-J1T-9PG
You can cheese this pretty easily by jumping on the first goomba and later on by riding the lakitu cloud.

How does someone make a castlevania stage in this game?

If you reset a course will the location show up as a failure point?

go play the stage and see for yourself

No. Resetting counts as 1 attempt but it does not count as a death when it comes to showing the red X.
Also, the red X only shows the most RECENT location one player died at.

If your level has 3 pits and I die to all 3 of them in a row, it'll only show you 1 x for me in the last pit.

That's interesting. Thanks for the info.

>the 90 degrees one was my favorite
For real? I considered deleting it because I made the whole level as joke when I was bored

They just did. It's very well done

>Ice and fireballs for chandeliers (some of which are rigged to fall)
>gears and platforms for a clocktower section
>Skellington fish on a wavy track for medusa heads
>excellent use of filters and effects for atmosphere
>hidden 1-up in a wall

You just need to play it. It's very well done.

that last bit really sucks. it would be useful to see where people die the most, not stop playing the most.

For a level with that dumb a theme its surprisingly fun.

>want to update my course
>don't want to lose my (you)'s

What do v? Do I just upload a version 2 and leave my old shitty version?

Attached: 1375019078350.gif (500x375, 142K)

That's the best to make out of it. It's either delete and upload or upload a v2.

Beat it, try and beat mines too please

Just delete and reupload

upload v2
keep original until v2 has surpassed it in maker (you)s then delete the old

Okay that was pure ludo. How the fuck did he make those "castlevania sounds" and the music?

Yes, but there's a bundle for 70$ that includes smm2 and an online subscription for 1 year, you save 10 dollars

Great themed level. Why did you add an on/off switch at the end near the goalpost? You can completely skip the last part of the level because of it. Other thab that, great use of the on/off blocks

Fairly new to all of this but here goes
Megaman 2 Airman stage, please leave feedback if you play it!
1KH-JCG-FBG

No idea, but it was really fucking cool. This is the kind of shit I like to see in the top 10, not ebin 20s speedruns.

Anyone want to brainstorm how to make a Harry Potter Triwizard Tournament stage with me?

Alright boys, Good levels. Now check out mine!

>Temple toss-up (new)
P7H-32J-RMF

>Based!
M02-4K5-0GF

Attached: 1557206071341.jpg (450x250, 35K)

Reup of Up, Down, and Across(v2)
5PN-VWQ-NFF

SMB3 stage where you go up a vertical section with some simple puzzle element, across a platforming section, and then back down. Criticism welcome, I think there's a few spots with too much going on and I may do a v3.

I would love some sort of coop level creation but that idea sounds a little bit too gay for me

These all my levels so far.
Out of the Woods (Wario Land 3)
5CK-HMH-JBG
Indiana Toad: Pyramid of Doom
5MY-P62-PBG
Indiana Toad 2: Mechanical Mines
HDT-6LH-VPG
Marioware Inc.
RSM-PSK-X3G
The Sorrowful Tale of Skipsqueak
9YR-80K-0RF
Toadette & the Time Pipe Machine
9FF-KWN-NSF
If you play any of them what do you like and dislike about a level.

Attached: The Sorrowful Tale of Skipsqueak.jpg (1857x1564, 1.56M)

Thanks, I like to make silly bait stages like that, will try to do more like that in the future.

You could do a 3 key level coin, one with a room filled with giant chain chomps you have to go through, the second an underwater second area, and third a maze with changing walls using ON/OFF blocks. Then the final boss would be a giant Kamek, it would be a quite simple stage.

Why chain chomps?
Wouldn't you use Bowser as the dragon?

And yes those were the ideas I had as well. It's just tricky to make it all look really good.

>R8W-F85-6CQ
level not found

Coin Maze
RQ4-X7Y-1MG

I was just thinking of a big ennemy you could just jump above or run below, but you're right Bowser would fit better.
Also you could use a Lakitu Cloud for the broom.

>R8W-F85-6QG
oops

A big red yoshi egg would be a good egg, although it would be nice if you could keep it in its egg form and bring it with you somehow

>this one guy who has like 10 levels in the top 50 popular levels all of which are 20 second speedruns

what a fucker

play my shit levels
YFB-NSS-MNG
H2S-2M7-XWG
76Q-MWV-2WG

Yeah it's fucking annoying, they should limit it to one per person to stop e-celeb faggotry

jealous, bad level makers detected

Don't Push That Button!
K5C-KB8-JKG

Old theme of avoid the P-switches. I had fun testing out how new mechanics interacted with them. This type of level is inherently "1 mistake = death" so I tried to be generous with the checkpoint placement.

This is the first stage I've had time to put into designing in 2 so far, and I'm trying to avoid just remaking my popular stages from 1.

Attached: yn7a69i35t431.jpg (1448x783, 72K)

Nah his speedruns are good, fair and set up perfectly so I'm okay with that.
Just saying he's a lucky ass fucker for having all of his speedruns in the popular section. Guy must be swimming in medals.

If I post this will you play one of my levels?

Attached: YamamuraForSmash.jpg (500x500, 38K)

and im just saying, stop complaining about others success and get better yourself

A short easy level.

HB4-DG1-53G

Every time I set out to make a course in SM3DW I change my mind cause it lacks x or y which I need to make what I want reality.

Fucking hell this style has almost nothing that matters.

8K3-W55-GLF

Tried my hand at making a Kaizo level, let me know if it's too bullshit or anything

Attached: 1547976101693.png (1468x1108, 1.05M)

how the fuck do you get far on expert challenge?
almost no levels have 1ups and there's far too many troll levels

It has one thing at least.

Attached: Bully.png (220x180, 47K)

Faggots

>Make cute girl
>Lock her in the tutorial
I mean it’s a good way to incentivize playing through the tutorial but come on

You don't have to beat every level you come across
Also collect coins, in endless they actually matter

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.

Attached: Le-youtubeur-Etika-retrouve-mort-a-l-age-de-29-ans.jpg (625x417, 32K)

What are some good gimmicks that haven’t seen much use? Looking for level ideas.

farting

WJB F91 3QF
RD9 C6V 82G
5RK 6X7 YLF

Attached: fren dio.png (262x245, 62K)

>tfw boo'd all your garbage stages

nice thanks for the fart!

Mornin idgeots. After playin through what's probably been like fifty or more of your courses, my SMB focus has finally led to me creatin my first course, called "Golden Pinwheels". Turned out to be a real fuckin pain in the ass, hahaha. Didn't intend to, but I kept dyin from gettin greedy so I kept laughin the more I played it, there's enough controlled chaos with the red koopa shells to entertain you but not blindside you with death. Eight jerks tried and failed to clear it. Who knows? Maybe the jerk that clears it could be you!

KPW-Y4M-L2G

Attached: Golden Pinwheels.png (998x795, 132K)

A fine and overall a fairly basic level on/off level. The only issue I found was that three claws at the boss fight may be a bit too much. I found them getting in the way of the fight. Remove one of them, and it's perfect.

yeah 3D World is awful, the items in that mode are the least interactive out of all modes
>no one-ways
>no tracks
>the path of moving blocks can't pass through anything at all
>trees replace vines but are several times the size
Everything in that style looks like it is fun and dynamic but when you get to building you notice it's the most restrictive mode

>YouTuber makes unfun level that requires multiple attempts because of the bullshit level design
>No one criticizes it because they are e-famous
I encountered 5 levels like this and it makes my blood boil

Attached: 1553865194444.gif (414x361, 145K)

Is there any setting to make Luigi fuck off in story mode when you die twice on a stage? It's getting a bit annoying. On another note, if you're playing a dark stage and get that Luigi prompt you can actually view the whole stage lit up when you press the minus button

Attached: 1560271525878.png (634x451, 134K)

I want to try and making a level revoking around the unique moveset or 3D world but stuff like the spinjump wnd backflip both seem to have little ways of being used creatively.

I'll be playing through some courses now and reviewing, refer me to (you)r course if you play mine and I will prioritize it:
- Ice Wizard Castle:
Level Id: 3CS8-47F-YTF
Style: SMB
Difficulty: Moderate
Description: Theme of a fantasy adventure jumping across the towers of an ice castle. Jump tower to tower and defeat a pair of wizards.
----------------------------------------------------------------------------------------------------------------------------------------
- Frost Mountain Fun Run
Level Id: T5R-DSJ-7LG
Style: SMW
Difficulty: Easy/Moderate
Description: Speedrun down an icy mountain obstacle course, includes minor branching paths.

Attached: wpp ice.jpg (1920x1080, 1.35M)

spike top lifts
mole trains
escort the goomba

so how do maker points work? They keep going up and down even when nobody is playing my courses

It's called git gud

Have they fixed online yet?
I already suffered and got the cosmetic shit I wanted, so I’m not going back until Nintendo gets their shit together.

iktf
>some youtuber makes a shitty jank stage
>omg this is so cool wow this is great haha so much fun!
if it was anyone else it would be boo'd and skipped right away

Most people here make kaizo levels without trying, so I'm gonna go on a limb and say it's too hard

forgot to mention
>koopa cars interact with everything like ass
>no direct shells available
>worst range of enemies
>but clear pipes are cool I guess

First course is a letter too many.

>people completely break ross' stages right away, and discover methods he used to cheese them because he couldn't even finish them
>praised as the mario maker god of mischief
I mean he deserves something nice after getting projared'd but come on

What is the best new song in MM2? I really like the night versions of most of the tracks.

code me? not at home right now

>tag level short and sweet
>it takes the first guy to play it 8 minutes
oh dear

Hi, I'm this guy : and I'll give your level a review

The Curse of Yakub
Great visual design, love the use of the dry bones as zombies and that hitting the red switch causes them to awaken. Challenging but certainly doable (I'm just apparently really bad at Mario for whatever reason). You can get to the door from the block to the left/right of any door by sitting right on the edge for a sequence break but that doesn't really affect this level too much. Great Level I can tell you put a lot of effort into it.

Pipe Panic

A little bit short for an autoscroll level and maybe doesn't need the checkpoint but still good. With a bit more length to the course and a few more enemies may make it a bit more difficult and fun.

Up, Down, and Across(v2)

Fun Level, I like the teleport using the red block and switch, giving me some ideas to use. You definitely know how to design the level to look like a traditional mario level in the visual aspect. I will say that the dry bones in the down section is quite annoying and has to be damage boosted. Otherwise good level.

For me it's SMB Forest. It feels versatile since the music has the right tone for puzzle levels or levels that are really hard.

youtube.com/watch?v=tG9mSZRpfIE

I did a super small level based around 3DW jumps here
1T1-WT0-11G
and a puzzle level based around the 3DW exclusive ! blocks
WGP-PN0-11G

They aren't super innovative by any means but maybe you can check them out for inspiration

Attached: 20190703_153550.jpg (3212x1706, 3.94M)

Thanks for the feedback (UDA). I try to make my levels feel like Mario levels.

You can get by the flying dry bones at the last section, but you need to stand as far left on the platform as possible. I'm going to move him a bit if I ever rework the level. The "teleport" is actually unintended, but I like it and I've kept it in. Did you find the part where you need to shut the blocks to Off, trigger the vine, and then turn back On to be annoying? Another user said it felt like padding. It's already a long level, so I may trim some fat in a few spots.

Level 2-2 of my mole-infested desert world is now done!
2-2 Canyon Railroad - 5WF-CD1-3JF
Lot's of on/off switches, rails, and moles.

If you liked this stage, check out my previous ones:
1-1: Goombrat playground - BXN-KTX-5MF
1-2: Claw Cave - 4KD-WWK-0DG
1-3: Bouncy Hill - YMT-S1P-GLG
1-4: Goombrat Factory - CSB-H6G-3QF
2-1: Mole Town - 176-JS0-DFG

Sorry for fucking up the completion rate
I really, really like it and think you have an excellent understanding of level design

how about you try it asshole

Well actually 7 out of 50 people completed the last version of the level so I just tweeked. If almost noone complete it now then the player base of the game is just bad

T9R 5HT HTF

It’s actually a pretty cool speedrun for the most part. Only thing that I didn’t see of the stage was the end with the platforms. I actually kept my mushroom all the way through then I hopped onto a thwomp and jumped to the end segment

TFF-3Y7-1RG

This level is about overcoming 15 trials in a huge tower full of interesting, challenging and fun trials. Can you conquer the tower and prove your worthiness?

I shared this level in the last thread and it's recieved nothing but praise so far so please check it out. I've played a lot of Yea Forums levels and i'll continue to keep playing them.

Feel free to play my other levels if you'd like

Attached: D-jgtIOVUAAq-gy.jpg (1280x720, 213K)

Yeah that was a bit of padding I wouldn't have that blocked cause it interrupts the flow of the level, your moving through the level at a fast rate, then you come to a stop as you hit the block, then hit the vines, then back to the block and then you can move up the vines which just delays the parts that are actually a challenge and loses your rhythm. If that gets cut I think it would make the level better.
Also I would move the dry bones a bit up so that you can slide underneath, because when I tried to go to the far left of the platform I still got hit by the dry bones so maybe a little bit higher up so people can get under.
Still a great level though, uses the right number of elements and uses them well without going overboard.

Thanks for the kind review! I'll definitely try out your level this evening when I am home

I NEED MORE NINA ART

I'm about to post my first course. Is there anything I should know about tags, difficulty balance, or anything else that will increase general enjoyment and popularity?

HSP-371-G1H

r8 b8 h8

That was an amazing stage, I love all the differents ideas you used with the P-switch. Well done user

Grindflower Garden: K5R-72N-GMG (Cozy traditional forest level)

Working on a level using 3DW where you enter pipes and the sub-area is the same as the main area but flipped. You need to go between the two to collect the red coins to unlock the teleport box. Should I just end the level after you enter the box or should I have a checkpoint and a second section with some simple flipping to navigate the rest of the stage, as opposed to tracking down the coins. Could just be better as two distinct levels, not sure.

That's literally what Panga describes as a warm-up course.

The course he's working on now is for the real autists.

>trying to find some related pics to post in this thread
>most of them involved a futa mario fucking a pipe
Okay then I guess I won't be posting related pics...

I've noticed a big problem in this game so far being stages with on/off switches for no discernible reason. It makes sense, they're a new toy and have tons of potential, but I really think only a certain type of stage calls for them

I've taken the feedback. Thanks bud.

>Everyone is sharing their courses but not many people are playing them,

You're on a site comprised entirely of leeches. Are you really that surprised?

Game dev in Japanese company here.

I'll play and beat any level linked to me.
Priority goes to levels with 0 plays so far, show me what you guys got.
I'll give my opinions if you care (my expertise is in JRPGs so I can't promise they'll be good opinions.)

Can you make lakitu clouds that don't expire?

I might be retarded or missed a powerup, but how do you get into the front of the temple (after the boney fish lake where the chomp is on the other side).

Damn good level, every room felt so unique but building on the theme. Good coin placement and good use of checkpoints too. My only suggestions is the Boo room should probably have had a harmless 'example' boo above the player so they could immediately see what was going on - I couldn't tell there were boos carrying the the P-switches the first time so that one death felt a lil unfair. I had a great time and enjoyed the level of challenge though - based and followed.

For reference I am if would like to try my levels

>I hopped onto a thwomp and jumped to the end segment
yeah I did the same during testing and in my dev clear
I hoped the players wouldn't discover that right away but skipping the platforms felt so good that I had to keep it in

How difficult do you like your courses?

Pretty good stage tbqh famalam

Thanks my bad on typo- first course code is:
-Ice Wizard Castle:
CS8-47F-YTF

it's a joke level where it's a single goomba
I just post it with an anime titty girl and a caption about it being hard to get (yous)
don't feel like you have to

Fiend Fortress
159-242-9VF

Simple and fun, defeat three bullies and reach the goal!

Attached: 274070E7-FE6E-46C6-A0A0-C93CFCD19B12.jpg (1280x720, 182K)

3D world style was a mistake

Your level is guaranteed shit if you do one or more of the following:
>kaizo tech without giving a warning beforehand
>blind jumps into death if you don't know what's coming next
>nothing but bouncing off shit over an empty void
>more than 100 required coins
>more than 4-5 required red coins
>locations where you can get stuck/softlocked
>any required puzzle or gimmick that forces you to die in order to reset
>lakitus, hammer bros, magikoopas, or any other fucking stupid rng enemies
>any section that disrespects the player's time by being intentionally fucking slow
>lazy area transitions (a pipe leading into a tiny square room with another pipe, etc.)
>any forced giant bowser fight
>stupid contraptions that only have a 40% chance of actually working
>shitty on/off setups for no reason (seriously if you don't know how to use them, just fucking don't)
>bad checkpoint locations
>not properly controlling where the camera will be, making it impossible to see important shit without prior knowledge

Don't bother posting if you aren't going to bother putting forth the effort to thoroughly test and polish your fucking work.

here you go these are my newest courses with low play numbers

also check out CVM-RNQ-52H
it's older but still only has one clear (out of 296 tries) so far

I would appreciate feedback to any and all of them, you should start with checking out the ones in the linked post since they're very short

T1H HRV RRG

A level based around a spooky hotel, you have to ride the green platforms up and get the red coins! Medium difficultyish. Let me know if anyone likes it, haven't been too sucessful in making levels people actually like so far

>ywn be a streamer that gets thousands of plays even if your level sucks ass

Attached: 1549729796238.png (1366x768, 535K)

No. You can use the normal Clown Car if you just want infinite flight, or add clouds around where the current one would expire.

Thank you! I really feel like my stages need to have a specific theme/direction before I start building. The mystery mushrooms were a big crutch did that last time, so I’m a little glad they’re gone honestly. I’m hoping to have a lot of time to build over the holiday.

Do you have a stage I can check out?

I agree with all of this except
>lazy area transitions (a pipe leading into a tiny square room with another pipe, etc.)
While I don't like this either I don't see how it is a big problem

That wasn’t even my first guess to do, at first I got goofed on bc the two thwomps form earlier mixed me up. Then did a leap of faith to see if I could make it to a platform. I ended up dying that first time, but then it suddenly clicked and I wanted to set a good time for the map B)

Going all the way down and then getting baited into taking the 50 coin, trying over and then having to go all the way back up again is a bit bullshit. The idea is solid, but make it more about obstacles and not so much enemies. Lots of potential here.

Mario goes to McDonald's was absolute excellent, great work user
Legitimately gave me a good laugh

I also liked your comment on the P-switch level a lot, I can tell you're a funny dude

CBW-F91-1WF
First part of this course is very easy and quick if you're good, and punishing if you miss the propeller suit or the jump to the door.
Second half is some platforming that will grade you based on how far you get with the propeller suit.

The level is very quick to replay, and has dynamic difficulty, sort of, so I hope you guys think it's interesting.

Attached: prop.png (1200x2325, 1.13M)

>lakitus, hammer bros, magikoopas, or any other fucking stupid rng enemies
Pleb opinion discarded.

Thanks for the feedback. You’re right, the stage was originally a different theme so the boo’s weren’t obscured by the poison water. There was originally a boo triggering a switch under the first checkpoint flag, but he kept sneaking into other parts of the stage, so I had to make him stuck to the platform. I’ll try to find a fix

Out of curiosity, are people tossing the switches up at the dry bone part, or is there a way to cheese it? I expected more complaints about that section honestly

Thanks for linking to your levels, I’ll check them out for sure

Sometimes those area transitions are necessary

>get to the door first try
>jump down to see whats beyond the door
>completely fuck myself over in the process and die
Honestly deserved that death. Fun stage!

falling speed run, jonny.. holds the WR tho :(

RD9 C6V 82G

Attached: 1492208100073.gif (491x352, 3.88M)

I like the idea of this older level, but it's a little bit too obscure

thanks!

who's jonny

I wish you could attach a claw to your clown car like some helicopter with a magnet under it that grabs shit

Reposting since my levels got lost in the sea of posts
Out of the Woods (Wario Land 3)
5CK-HMH-JBG
Indiana Toad: Pyramid of Doom
5MY-P62-PBG
Indiana Toad 2: Mechanical Mines
HDT-6LH-VPG
Marioware Inc.
RSM-PSK-X3G
>The Sorrowful Tale of Skipsqueak
9YR-80K-0RF
Toadette & the Time Pipe Machine
9FF-KWN-NSF

Attached: Drugio.png (478x629, 460K)

some guy who has a ton of WRs for speed runs, seems prtty chill guy

I put the 4 coins around the door trying to indicate that it's the way forward. Any ideas on how to improve this? Then again, exploring the rest of the stage is also fun, I guess, the stage is really fast to traverse.

I was going to put a checkpoint at the bottom but unfortunately you can't use a checkpoint flag with clear conditions.

No it's my fault for not taking the most obvious door in the history of mankind, not yours

So what is different for each theme at night?

It's only natural to be curious and want to explore the rest of the stage.

Attached: 1325176234884.jpg (593x604, 176K)

Anyone? I'd like to know how I can make it better or what I can do to adjust difficulty and such

>Chill Chomp Cavern
H8T-5MX-60G
Icicle gimmick level. New level with no clears.

>The Abandoned Lab
5PX-QHX-RJF
Spooky overgrown lab themed level

>Arabian Heights
KT7-07H-1LG
Desert tower platforming

Play a level of mine and i'll play a level of yours :)

will do it after I get my WR back from jonny

How do you get past the ghosts with plants on their head??

You're welcome. I get what you mean, if I don't go for a theme I'm afraid that my level will end up looking like all the other ones. Mystery mushroom were great for giving an idea to start with, I wish there was at least a replacement.
Also I'm this guy Thanks man, I tried my best but it's not easy to draw on the switch

Attached: Indiana Toad - 1PT-B05-4JG.png (1280x720, 948K)

I'll do my best with anything other than extreme kaizo tricks.

Garbage stage boo'd and skipped

HL4-0KW-8YG - Mario and the Beanstalk

New level bois, any feedback is appreciated and taken :)

anons should I get this?

Attached: nintendoredeem.jpg (1103x508, 81K)

There are 2 P-Switches you have to toss in the dry bone part (one at start and one at the end), the rest I just sprinted past so they shot backwards which I assumed was the intended path.

Please try my new course: Bone Boat Fortress!

53F-31K-0NF

There are five 1UP mushrooms in this level! Can you find them all?

Feedback appreciated!

Attached: IMG_20190703_080506.jpg (1280x720, 117K)

I watched out for danger but there was not much danger to be found.

Fun stage, I like the gimmick.

It's easy to use these enemies well, so there's no need for such a rule. Maybe try not being a bitch.

nvm I'll get it later

You have to keep turning back and forth as you run along so that they don't have time to start moving

I think it looked amazing all things considered

just use a pencil and some paper

Ty! I agree, I could've added more danger but the gimmick was quite limiting and I didn't want to spam the screen with hazards. Glad you had fun tho!

no, MS Paint is waaay better than this.

Chrono / 滑りやすい時間

KHB-093-9DG

Castlevania inspired. Spent around 12 hours making and play testing when the game came out to make the perfect balance between chill and mystery and difficulty. There are about 20 combinations of paths and if you're having a hard time with the level you'll find its very forgiving and neat if you just take a little bit more time.

I believe it falls under Normal to Expert depending on the path you take with some Super Expert skips and big brain sequence breaks.

I really hope you enjoy it as I tried my hardest! If you like the level and appreciate it reply to me and I will critique yours.

BONUS CONTENT: FF2 6DN 7XG

what things are you looking forward to seeing in post-release updates?

for me
>frog suit
>penguin suit
>weird mushroom
>more music
>more supported blocks in 3D World
>search by maker ID

The part before the final stage was a sudden spike in difficulty. Other than that, well done.

Of all the ideas how did we both come up with the exact same one.

Attached: Indiana Toad.png (819x427, 237K)

I wish there was a tag like "brutal difficulty" or something for kaizo levels

>Want to make a Ghost House
>Too stupid to think of clever puzzles

Beat mine and I'll beat yours when I get off work.

Attached: D-f8FAcU8AAwjhk_1.jpg (828x521, 58K)

Cat Pounce Park
>T1M-36W-2HG

Attached: chibi.gif (191x184, 262K)

I'd love some feedback on any of my levels

Escape: The old prison -- W4Q 0LH 3KG

The Great Koopa Heist -- CJD 03R BPG

Battle in the skies -- MXX S6Q KPF (latest one)

I make mostly only trad/themed levels, not too hard either.

Attached: MarioMakerLevels.png (480x498, 283K)

Could anyone ITT beat this?

youtube.com/watch?v=IoSL1ugICeE

That was a cool one, boi.
But maybe the last part is broken since you can go directly into the yellow pipe and be done.

RGJ D7P 4VG
Updated my stage with some needed changes. Please play it and give feedback if you can. Once again, I will give feedback to anyone who replies to me.

What a mammoth of a level. The claw beetle trial is the worst, I had such a hard time gettin that fucker in there. Still, the record was 12:40, now it's 5:33. I'm sure it's possible to beat this stage in under five minutes, but that ain't gonna be me. Excellent work, man.

Stop putting snake blocks in your levels.

Attached: 1506347422981.jpg (593x796, 43K)

This, and also:
Stop putting slow snake blocks in your level.
Stop making them loop around for no reason other than to pad time.
Stop having nothing interesting going on while this snake block is doing its circles.

Autoscrollers typically blow but this seems fine
Once the Hammer Bros start, it feels like RNG on whether or not I'll get hit due to wrenches from the previous section, which sucks
I've tried a bunch and just barely didn't make it to the checkpoint but that one bit where it feels like I can't control whether or not I get hit is infuriating
Also the Lakitus throwing the Spinies is aggravating because I can only see their arc once they're already a good chunk down because of the camera, not sure about the mechanics of making levels and how that can be fixed
Besides that, I can tell that the level design is solid, just try to do something to fix that and make sure similar things don't happen in the future

stop putting your stupid posts on my webzone

What are the hardest but fair levels you’ve played from users here?

Collect all red coins!

5T4-1M2-SDG

My first level. Just tried out a bunch of different tools and enemies. I hope that there are no softlocks.

Attached: 1357595296646.jpg (344x345, 12K)

Maybe try making a good stage. Boo and skip.

my level :)

Interesting course but I personally found the night mode super slipperyness irritating after a while when navigating a very large open ended area, perhaps consider switching or alternating theme? I generally don't enjoy huge exploration type Mario courses though so take my opinion with a grain of salt as I may not be your target audience.

>Frog Suit
Agree, it changes Mario's movement just enough to add a great element of weird

Also for me:
>Chargin' Chuck
>Those Flying Chomps that spit fire

The hammer Bros were moreso to replicate this guy, but I can try to find an alternative
Also the lakitu section doesn't really work properly since you can just walk to the right and nothing will really hit you, those were to replicate the birds that pass and drop their eggs from the airman stage, but I'll try to think of something to replace them, thanks for the feedback!

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Already answered but yeah just turn left to right regularly. It probably seems like putting the wings on them was cruel, but the ones with wings actually take a second to start up, so you can get through without them moving at all

Good job man! The claw beetle trial was a bit of a toughie to put in there, either it was too easy to get it in there or it's quite difficult based on a square's difference in placement, it's crazy. Glad you enjoyed it user and thanks for playing!

Well if posting all my levels at once doesn't work what do you guys think of this level in particular.
Marioware Inc.
RSM-PSK-X3G

Attached: Marioware.png (951x372, 141K)

Yeah, replicating things limits your options and forces you to sacrifice level design for a semblance of accuracy

Post ID faggot you won’t

I'd suggest you'd keep the Hammer Bros and use Sumo Bros to replicate this lad

Attached: Matasaburo.jpg (350x298, 27K)

Rainforest's Underwater Pipes

Y92-Y4W-MXF

It's only the second course I've made, so any feedback is appreciated. Course making is addictive.

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Really? The spike jumps on the Thwomp? That's a shame. I even reduced the ceiling spikes to make it as easy as possible.

>Ground: All enemies behave as if in water; Chain Chomps have extended chains; Boos chase Mario only when he is facing them; Super Mushrooms and Big Mushrooms continuously bounce; Fire Flowers travel along the ground
>Underground: Upside-down
>Underwater/Ghost House: Darkness with some light around you, fire and some other objects. ON/OFF switches slightly increase/decrease the light radius
>Airship :Cosmetic thunder and rain effects; all enemies behave as if underwater
>Castle: You can swim in the air
>Desert: Wind (direction and frequency depends on game style)
>Snow: Ice physics on everything
>Forest: Water is turned into poison
>Sky:Low gravity; all enemies behave as if underwater

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Please play and review at least 2 other stages if you expect folks to play yours. The course whoring to reviewer ratio is not great in this thread and you'd all have feedback if you just played eachother's courses

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By Sumo bros you mean the fat hammer Bros? Or am I missing something

Yep the fat ones

>shadebase
anyway, I liked BITS!

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shut up retard. you only think that because you can see the posts but you can't see the plays. I posted once and have played 10 levels in this thread so far and play levels from people who play mine.

Man, I wish 3D World had more parts.

>implying I haven't
Fuck off.

>Stop using the tools, because I say so.
Stop breathing.

>Boos chase Mario only when he is facing them
That could be useful

1st person/3rd person you replied to here you raise a good point will do in the future thanks for the heads up.

Except I did play like 4 of the stages people have posted here and even gave feedback for them. What are you talking about?

Also, I forgot
>Ground: 1-ups become Poison mushrooms

Sorry, let me rephrase.

Stop using hard-to-use-correctly tools badly.

I was thinking about it but I personally enjoy spamming jump and none of the other themes fit my autistic vision better. I did my absolute best to make it balanced by making most of the progression vertical so if you fall you don't die you end up in another part of the level (sometimes ahead!) Thank you though I will 100% do the next level not in ice

Playing three latest posted levels:

Neat. Not too easy, not too difficult.

Great level. Enjoyed the middle section.

Confusing. The path to victory sure is not clear.

And my own:
MX6-1NG-QFF

Buzzsaw platforming utilizing the bone shell

People play but don’t always put that in their post

Would you guys watch if I streamed myself playing Yea Forums levels

Deal.

Depends do you scream constantly

Depends on your personality, honestly. I can't stand streamers with exaggerated emotions who are obviously faking things for the sake of views.

Ground is incorrect.
>Chain Chomps have longer chains
>Boos chase Mario if he's facing them, Boo Circles only spin if Mario is looking
>Thwomps move closer if Mario is turned away from them
>Wigglers float like their underwater pattern
>Fire Flowers travel along the ground, Super Mushrooms and Big Mushrooms bounce away. The Super Leaf will float up instead of down, the Cape Feather will glide down in a wider arc, the Helicopter Mushroom will dart around the screen like a Gnat Attack enemy.
>1UPs become Rotten Mushrooms and chase mario up 2-tile inclines, dealing one point of damage
Might've missed a few but that's some extensive Night Ground research from me

Attached: 18volt.png (1023x1757, 916K)

Really liked Space Station Attack, milly

Sure but you have to scream a lot

I'd watch for at least a minute

thanks user

Rarely

What if it's not exaggerated and I'm not faking it and I just get legitimately autistic

Only if you have your mic muted

>tfw you got your name first but that won't stop anyone from bringing it up every single time.

Thanks for playing, I'll keep going over whatever catches my eye in the thread, reply with your level.

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! Block puzzle course was fun, definitely a neat base for a level.
90 degrees was a cute pun but didn't really come out so interesting visually or gameplay-wise.
I couldn't do the pound trick, no clue how to get that high or smahs the blocks without pounding on top?

Finally your super hard level probably feels really dry without much hints. I beat it after a few tries but basically it's a lot of trial and error that can be frustrating since it's repeated a lot. I'd suggest highlighting the hidden troll blocks and giving a clever player a way to mark if he's been in a clone room or not.

Fun overall, I'll follow you and see what you come up with next I suppose.

>What if it's not exaggerated and I'm not faking it and I just get legitimately autistic
Could be interesting, then. I'd give it a watch, but if it's too obnoxious I'd probably stop.

It's up here

fuck this level desu
1YP-NWT-F0H

Sorry if it sounded like I accusing any one of you specifically (I assumed some of you have) I just wanted to cover a bunch of folks with the PSA.

And I do play the courses and see a lot of 0 or 1 play with no meaningful feedback so I see nothing wrong with reminding people to play 2 for each course they post.

I do this as well, didn't mean it as a personal insult to those I (you)'d but it obviously did apply to one person and now he knows

Just change your name to Chadebase fixes all your problems

Finished my attempt at recreating SMB Special.
Dumping world 8. All others are done as well check the maker profile if you're interested.

SMB Special World 8-1: KFH-PJG-SNF
Replaced fighter flies and sidesteppers with spinies.
Needed space so removed two of the lowest "mushroom" platforms, they had to be made out of bricks anyways.
First red mapped paratroopa doesn't appear in gameplay, same goes for a bunch of green ones at the end. Sidesteppers are triggered by path apparently.

SMB Special World 8-2: 5FB-TSG-CTG
replaced DK fireball with spike tops and barrels/fighter flies with spinies
No castle in the background so it looks empty.

SMB Special World 8-3: K9T-C2C-S1G
Replaced clock with star, same point values.

SMB Special World 8-4: CB7-TJP-28G
There's a pipe in the penultimate room which you just touch to go into in SMB Special, pipes don't function like that in SMM2.
So I pushed the pipe one tile in.

Done with it, so I guess I should play some maps now instead of autistically counting tiles.
Have to charge the switch first though.

Noob question, but I just started playing online and never had Mario Maker 1.

How do I search for you guys' courses? I go to detailed search, and I don't see an option to search for ID's.

Oh if you thought that little troll level was hard or dry you're gonna love what's coming next
It will be me so much worse

But after that I'll go back to normal levels again

I look forward to solving it and speed running it to show other players that there's a quick route

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Just go to Course World and there's a tiny little ID button in the top right
If you're at detailed search you're already too far into the menus

Does anyone have stylus recommendations? I've never shopped for a capacitive stylus so I don't know what to look for. I want it to be good for level making and comment drawing.

Just look for ID's in the thread

Ok bros, what do you want added? Personally I want Pokeys and the three remaining themes; beach, volcano and mountain

post it and we'll see user

I dislike the part with the track.
Pretty fun, but the yellow pipe is accessible early
>The Great Koopa Heist
Pretty good, but the first part is not so fun and feels tedious to get through. The second half really shines afterwards.

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Do you lose maker points if you delete a course with likes?

private/beta releases for levels that allow you to share with some people for feedback but don't show up in the endless pool and stuff like that
also bring back the editor view for other people's levels
I welcome anything that makes building one level across 2 or more people easier

whatever's cheapest, i spent 99 cents on one at walmart

Rickety Fortress
5KX-YBD-T2G

let me know what you think :^)

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Where's my Princess Nintendo! Let me fucking play as my Princess!

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>the algorithm works in your favor and your course gets 100 likes
Anybody else know this feel

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How low does a level percent have to be in expert or super expert?

I agree

the best mario levels werent impossible and didnt have a gimmick like finding a key before you can pass a certain point, nor did they have parts with super stars the 500 enemies. good levels are easy have multiples paths through , and a few secrets.

if your level requires wall hopping , has a super star sprint with 500 enemies, is constantly jumping from one small platform to another, doesnt include better power ups that might make it easier like feathers or yoshi. it isnt a good level. let players play the way they want.

if someone just wants to fly over you level let them. maybe hide a secret up there theyll check out. every mario maker lever always has a way its 'supposed' to be played and theyre bad because of it.

I enjoyed the challenge of the level, but as many other anons have pointed out, please remove the goddamn hooks from the boss fight.

t. Diebeatus

>good levels are easy
fuck off. if it isn't hard but fair it isn't worth playing.

This is a game for making levels the way you want to. You are not obligated to follow regular Mario conventions.

none of my levels even have 100 plays

I know, it's not impossible or anything, just a big difference compared to the rest of the level.

Wow, we literally posted our stages 12 minutes apart. Your version is great, I love it!

wall jumping is perfectly normal what's wrong with you?

Anyone want to play my level?

M0J-P4X-B6G

Skilled players only.

Why does 3D World feel so fucking bad to play? It's like Mario isn't listening to me and is just jumping however the fuck he wants

>Pretty good, but the first part is not so fun and feels tedious to get through. The second half really shines afterwards.

Fucking nintendo won't allow checkpoints when there is a coin objetive. Thanks for playing!

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me

>wall hopping

Wall jumping is fine as long it's not a fucking wall of spikes like many creators seem to like doing. Also stop using snake blocks people. Most of you absolutely suck using them and make them take too long

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WG5-TN9-7HF

Made this last night

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t. never played Mario 3 where there are levels that require pinpoint jumps, super starring through spikes/enemies, and late game levels include little to no powerups

Are you a casual? Then dont play my level.

If you aren't, play my 9 room boss! 3d world themed castle with 9 rooms of skill and talent based bosses logic and skill! Win 3 rooms, get a checkpoint. Hidden powerups and 1 ups.

Current win rate is 1/52.
Current top speed is 12 minutes.

ARE YOU A BAD ENOUGH DUDE TO ATTEMPT MEOWSER'S CATATROSPHIC BOSS RUSH?

1HL-NSX-V1H

>Big Buzzy Business
YKN Q1P FSG

This is my first attempt at a well designed kaizoish level after just making garbage in MM1. Would love to hear some feedback.

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Agreed, the forced waiting in the second section is hell.

then dont whine when no one plays your levels. make mario levels then people will play them. dont make side scrolling platformer levels with mario assets.

sometimes people want the extra challenge but most just want to play new mario levels. your levels arent fun because they dont play like the better mario levels. they play like something a sadist would make, or a lunatic utterly devoted to chaos.

Who's got a level with some tight platforming?

this, I've legitimately never seen a course use them well. Even in actual mario games snakeblocks are tedious

The completionist played one of my levels in the last game so it got a lot of traction. Unfortunately he was pretty much asleep while playing it. Granted, it was only a week into the game so the level wasn't all that well designed, but the guy sitting next to him was screaming solutions at him while he just walked into death for 10 minutes

Thank you so much! I sincerely appreciate it.

Ah! I definitely need to fix that. The intention was to give a little mini game before entering the goal post, thank you for calling this out. Much appreciated!!

Thank you so much!! That's intended design, the key door is meant to be the secret or true ending of the level. If that's not reading well, I'll definitely need to fox that! I sincerely appreciate the feedback on this.

Repostin my shit
Bowser's Swinger Castle
5PN-VKK-NWG
Castle Super Switch
HQB-2WV-H1H
Find a bell!
C8V-R0Q-4SF

Me

I find wall jumping in Mario to be annoying because it works so much different than in most platformers. The fact that Mario touches the wall, then sticks/slides on the wall and you can only wall jump while "stuck" on the wall makes it feel so slow and imprecise. In other games, you just touch the wall, press away and jump, but Mario has that extra delay of sticking to the wall that makes it so awkward to do wall jumps in quick succession.

Wait, is that how it works? Is this why mine is getting random plays? My first level has a completion rate of only 1.93% with 3 out of 155 tries. Did it somehow make it to one of those expert filters?

>boss rush
I'll pass

sure. I'll give it a try

See here:

>Make an easy level with simple enemy placements, easy jumps, and no pits
>has a respectable clear % of 80+

>Make another level with a few more bits to add a small bit of challenge to keep players engaged but still overall very easy
>40% clear rate and dropping

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Love the Goomba drawing!

Honestly if your level gets over 5% clear rate it is probably braindead easy.

i said the best mario levels are easier, not all. i enjoyed some of the mor difficult later levels with more hazards and less powerups but they were mixed in with way more easy levels and werent my favorite. one of my favorite levels in mario three is an easy desert level that has upper and lower sections. it isnt hard but its fun.

and thats what your levels should be , easy approachable, and interesting. make a few hard ones by all means but if you want more people playing them then allow more people to beat them not just mario gods. its just advice take it or leve it i hope some will though and make levels id enjoy.

40% is way, way too high

A good level that's well-designed and interesting but not difficult sits around 10-20%

I'm in a mall right now and I think I'm gonna buy it becuz it looks fun

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40% clear rate? That's being awfully generous. If I see something above a 15% clear rate, I know it's easy, and I'm a garbage Mario player.

the popular courses are around 40%+

It's very fun, and I'm not even that big of a Mario fan. Just be aware that the online level downloading is locked behind Nintendo's online subscription...

The story mode is almost worth it alone. Lots of fun included levels, and the little story is pretty cute.

Popular courses are popular because you can't lose

>Most of the deaths are from the very first enemy that's easily avoidable...on a raised area you don't even need to go near

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It's okay. You're a casual. That's fine. Stick to the popular courses scrub.

>Kaizo
I'm nowhere near that level, with all of the shell jumping and tight jumping. Are there any levels that help train these abilities? I've come across a few that have helped me get better at spin jumping across enemies.

yeah well why would I make a course for the Yea Forums community? I want people to actually play my level.

I think so, but don't know for a fact. Apparently in these threads, you can never get an answer to a simple question like this.

Okay I tried to balance out the koopa section, to give a bit more maneuver space I added some temporary platforms similar to Rufu's abilities from Megaman, this should make things a little more manageable

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Holy fuck I'm having so much fun creating levels. I spent like 6-7 hours creating a level and was just buzzing with ideas and couldn't stop thinking about it. Feels weird

Loved this level, not sure what it was about it but I really enjoyed it, was quite relaxing going through the pipes looking at all the fish and stuff go by.

>making a hold right to win level so all the 8 year olds will click "I like this" instead of making a decent challenge
Sellout. Charlatan. Hack.

>12 minutes

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anyone know of any levels that play like a metroidvania?
thinking of making one myself

You're an idiot, and you're wrong.

not him but bosses in mario suck

>Indiana Toad: Pyramid of Doom
>5MY-P62-PBG
this is pretty sick, gonna try the others in a bit

Can't argue with this
For me there are already levels upon levels where people can get a challenge if they want. I like making levels that won't stress players out trying to beat them like most Mario levels in general.

Thanks man!

Yea, I wanted to make sure you could see how "alive" the water was when you were in the pipes. Glad that spirit made it though.

Any feedback? I know it was probably easy, but I've never been a fan of overly difficult levels. I just like to play and enjoy the scenery most of the time.

Also, I'm not . I respect people who make tough and gimmicky levels. I'm just not a fan of them.

Lurk for a few more years before you post again.

yeah i know about the online fee, but i'm getting for the same reason that i use hammer in black mesa even tho i haven't finished it, like making levels more than playing them

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Give me a sec I had to do something gonna play it now

Send me your themed levels. I love a good themed level. Would appreciate feedback on mine, will reciprocate. I have the day off do send me what you got. Here's mine.

Goomba Destruction 9RQ-37J-JFF
Winter Spelunking H8F-HHD-1VG
Savage Jungle YP0-RTB-5MF
No Time To Waste (20s) 7QB-7X9-93G
Walk in the Park T1H-TXD-VVG

>Guys stop making easy baby levels!
>Their level has blind leaps of faiths and troll kills only they know about before hand

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Make sure to jot down all your ideas and try to keep levels focused on a select few at a time, while expanding on them. I spent a lot of time in the last game making 10 hour levels throwing all my ideas into one place, and while they were fun they had to real flow or depth.

Cute, compact, challenging levels. Good stuff, user.

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

NEW STAGE

2-1: DoubleJump Dunes 5HF-BVH-2JF
This one was fun to make, also sorta a field test to see how many blocks the budget actually allows, feels like its more than the last game can anyone confirm that?

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.

468985162
From the last thread I passed out last night shortly after, but I just finished yours. No real criticisms or anything bad I thought. I actually found them pretty nice aside from the relative shortness. There were goodies to find and rewards for skillful play. 2-1 especially feels lie you're getting more comfortable with the create mode. Followed

>Mario goes to Mcdonalds

Playing this one next, the picture has me intrigued lol

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Do you not know how to reply to people's posts, or are you just refusing to give out (you)'s?

Where is it? Why isn't it here?

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My level theme'd around the P-switch
It's not so much about avoiding it yourself, but quick thinking to stop enemies from triggering it

Ceave made one that's got seemingly randomized areas and even a "shop" at one point. I'll get you the level id in a bit

I'm watching my friend stream making levels and I'm wondering if its possible to place power ups that don't move or whatever
We're trying to place a Mario 3 Leaf on a platform in the sky but it keeps floating down

Tbh it's mostly "skill bosses" that require skill and thought to beat, not "blast boom boom in the face until he dies."

Takes the concept of regular giant enemies/concepts and turns them into "bosses". E.g. "Navigate a thwomp+icicle room before the p switches hit and you die. Dont hit the upside down ones either or you'll die. And that's just one room out of 9.

Even the bosses bosses, like boom boom/pom pom are made difficult due to stage, plus helpers that will lock you if you make the wrong move.

It was pretty easy, but not every level has to be incredibly difficult. I don't know if there was any secret areas or anything, but I always like little hidden blocks that take you to a secret area etc. Played your other level as well, which was pretty cool as well but I got a bit lost haha.

Clear rate is measured in the amount of times a player died to the level before beating it.
Even official nintendo made level have a clear rate around 30%, something like 80% sounds like casual garbage made for soccer moms

sauce?

What's the code to that one?

The frog suit isn't in the game already? what the absolute fuck

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>implying
there are a lot of hard but fair levels in this very thread

At work now, but I made my first level, a short rotten mushroom obstacle course. Feedback appreciated!
M88-3BV-JPF

No. Your options are blocks, question blocks, hidden blocks, tracks, and swinging claws

FTD-LM7-20H

It's honestly really fun, and cool how he comes up with such unique levels.

I'm in the mood for some SMB3 Levels. Something difficult, but fair. Who's got the good shit?

Oh and pipes spitting out items and bill blasters

9KH-Y5N-CPG Treasures of the Deep

Water stage with an undersea castle, a sunken ship, and a boss.

thanks :)

>Mario goes to McDonalds
Good stuff man. I liked how creative the cars and stuff were. Got fucked up in the basement though. Nice challenge. Beat it,.

swinging claw holding the powerup might work

Other user here, can you even do a v2? I tried to save an uploaded course as a second version, but the game wouldn't let me upload it until I removed the original one. Do you absolutely need to build from scratch?

I think it's more like total wins (from all players who have played your level) divided by total tries. Some people don't beat a level and quit, but they still count towards it.

Yea, the first level was something I and my little girl came up with. It wasn't very good, but she liked it and wanted me to upload it (she's 5).

There were a few secret blocks in the Rainforest level, as well as 2 areas only accessible if you had the hammer upgrade.

Rather than trying to recreate a Ninja Gaiden level as close as possible, go for something that captures the FEEL of Ninja Gaiden instead, if that makes sense. The NES trilogy is all about seeing a tough foe/jump ahead, planning your move, and nailing the timing. Mario can't slash through an enemy and land safely, so using enemies as springboards would probably be the next best thing. Giant dry bones and winged buzzy beetles seem like an excellent start for something like that. Some light puzzles based around the super ball might be a good stand-in for wall jumping/parkour if you are wanting to stay 8-bit

please do. that sounds neat

>Find a bell!
>beep blocks
It was a nice, short level.

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K5C-KB8-JKG

>literal 12 year old can't wall jump
>gets mad because he can't just fly over the whole stage
do us all a favor and kill yourself at your earliest convenience

Yea man, definitely wish we had more power ups. This is my first Mario Maker game. Do they typically add power ups? I'd love to see the frog suit, stone leaf, ice flower, and penguin suits.

There's also the option of using a twister to keep it swaying in place

I uploaded this yesterday, but the one person who played it boo'd it into eternal limbo. Please try it out, I promise it's not that hard.
WQF-5K1-W4G

I know it's not going to happen, but I wish Nintendo would simply give us more options, like adjusting sandstorm speed/direction or 3D World's blink block timing. As far as powerups go, Frog suit is definitely my most wanted.

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Fyi you can damage boost through the last section and ignore red coins for the cheap win.

I said it once, I said it twice, I'll say it again until the end of my days: FUCK WATER LEVELS

Good level though - even if it's a bit generous with powerups.

Great level but it could use another shortcut I have no idea how to get WR on that

some guy here made a Metroid inspired level but I don't have the ID

CXB-45J-7SF
Nothing too crazy, but will definitely test your skills.

>it's another collect 250 coins level with a time gated start and zero mushrooms and random offscreen gotcha enemies and zero checkpoints

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Yeah, I kinda figured it out when uploading, but at that point I was pretty done with it. I wanted to make it a little bit longer, but I ran out of room.

where else do you guys shill your levels?

just boo and skip/stop playing it

>autistically cram every shitty idea that comes to mind into a single level
>use the worst theme possible
>act all high and mighty that nobody wants to touch this shit
You are the worst possible person and nobody wants to play your tedious slog of a level.

I liked the environment. I also like how you made the underwater castles. Pretty easy, but a nice level overall.

>Mission based level
>No door at the end to return to the beginning in case players missed something

I went in thinking it was gonna be a cheap laugh but this stage was actually pretty kickass. I like how dark it got, definitely got a knack for theming. Following you for that and I'm gonna play the rest of your stages

Nowhere but here and with some friends. That's it.

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tfw watching some streamer get madder and madder every minute over some speedrun he can't do and is just a split second short of

>complaining instead of getting good.

*laughs at you*

Nowhere.
I just send them to my friends and see what happens.
So far 38 people played it. That's a success in my book.

On top of that the Lakitu now drop bombs, making it possible to kill them, beware of the bridges however

Go play a Tell tale game if you are bad at vidya.

How do people make custom music, like the Isle Delfino theme, play throughout the entire level instead of just for one segment?

just here
you guys are all I need

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I think you attach it to mario

drag the sound box thingy onto mario and it will play for the whole stage

attach it to mario

If you go to the sound effects option, there's a music option. Attach the icon you want to Mario and it'll play the entire level.

Place the sound effect itself on Mario, Luigi, Toad, and Toadette

Thanks lads, that never would have occured to me.

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Just uploaded my first course. It's a tribute to MGS3, one of my favourite games of all time. Only fans will enjoy it I think.

5CT-KX4-VWF

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Anybody have a list or know what to do to unlock all of the outfits for your mii?

Really enjoyed it mate, I would say though you had enough ideas here for a few levels and because I am shit I took fucking ages to clear it - probably why it's skipped over so much or boo'd

Just don't be bad

>telling others to get good when he can't get good at level design
Pitiable.

I concur with the other user - the level is great thematically and gameplaywise so it's only length that turns people off.

Thanks for playing it! Could you tell me which part was hardest for you?

I really enjoyed it, it was a bit tough, but not in an annoying way. Normally hate water levels but this wasn't too frustrating. The boss fights were pretty cool also.

Please give a try and feedback.

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That last coin, fuck you. Boo'd you for it.
Very different from real Snake Eater, did you even play the game????

Dude, I gave it a like but I died like 30 times before I gave up.

>clear count remains same despite more people playing it :3c

It's okay mate, project that anger and say it's the makers fault, not the players fault.

I couldn't complete it, maybe i'm just shit. Went a bit too fast, I think.

Here is a room segmented into mini puzzles, short and easy. I have a lot of trouble thinking up puzzle mechanics, let alone making them difficult.

>Destroy All Spinies
>K7J-CSF-KSG

If you like it, here is a similar one, but instead of puzzles it's more like mini survival rooms. A little bit harder but still easy.

>Destroy All Goombas
>3DB-YG3-P1H

No problem it was really well put together! The bits which gave me the most problem were the fire fish, I just suck at avoiding them

>the final coin
fuck you

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Thank god for that Course Yea Forumsorld Masterlist thing. Just played some more SMB levels and got some more world records.

>Dry Fish Sewers: FWH-10N-8WG
This is a fun one to blaze through, even the water section. Beat the record by a quarter second, so that was excitin, too. First time through I jumped and then had to hard left when I saw that fuckin fishbone fall and almost eat me.

>Mangrove Mire: Y98-V13-W1G
This one's also cool with the double pathway, the way the underground segment winds around's great. First time playin I actually went on the upper path, took a left cause I was curious, then flew through it and barely cleared with the chompers with the claw, only to realize I went right back to the seesaw. I tried like a dozen times but I couldn't beat the record, I don't know what that other guy did to get 47 seconds.

>Jungle Mansion: 5WC-QDD-BKG
This one shows how good a level can be when it makes you run through a gauntlet of enemies and then have to run back again, had a good flow goin, man. Nice work.

>The Ratways: TFH-DPP-F9G
So many speedrunning friendly segments. The part with the bomb that I thought I timed just right only to be hit by the explosion. The bullet bill climb. The rising poison with pinpoint precision required if you're rushin. The chain chomps, and then that cool part where you can get stuck on purpose to dodge the poison. I usually can't stand sound effects but you put em to great use.

You guys have no idea how elated I am that most of these levels are solid. I was expectin a good one for every ten or twenty, but it's closer to like 1-in-3. I'll see if I can make another level of my own today.

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>Shovel Knight Stage 1 - Plains
>YPV-G41-5MF


A near 1 to 1 recreation of the stage. Only missing the last secret area.

You select the sound effect, then you drag it and place it on Mario.

Ah, I thought it was pretty fun, to be honest! And i'll give your rainforest a replay later to try and find the secret bits. Normally on my first play through, I just try to get through it as quick as possible.

If you want to play my levels they're here:

Y71-TLP-9HF
93G-G2R-QRG
YY2-63K-J0G

Put it on Mario.

This one is old. The new one is pic related. Had to change it due to . Sorry I had to take away your decent speedrun of it.

The snake block at the end was a little too unpredictable. Also, the mushroom you get at the beginning of the level lets you "eat" the poison mushrooms later on, getting rid of them.

I'm an idiot

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RNF-K1D-RVF
Comfy snow level. Please play

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Put more effort in designing your levels and you might get more than zero stars

I really liked the ideas. The boos with the switches was smart. I really didnt know how I died for the first 3 times until I saw them. Good stuff.

Yeah I just set out to make the most retardedly boring course I could, with the ability to fail it right at the end after suffering through the painfully slow autoscroll.

Just finished this, was pretty easy but still fun. I liked the bowser fight.

Is there any way to get cheep cheeps to spawn indefinitely from pipes in Mario 3 in underground mode? Only three spawn from a pipe and then the pipe stops producing. Also, cheep cheeps instantly fall off the screen. Is this a glitch? Is there a workaround?

Confusing as fuck. You should be clearer about what you need to do. Use some coins or something to let people know they're suppose to fly up to the top of the cave. Also, you've basically screwed if you mess up and lose the leaf power up twice.

This level starts off like complete bullshit. The first gap is offscreen until you're moving towards it, which you will be, because you have room to jump over the hammer bros and certainly want to. Then there are munchers coming out of pipes with no warning. Once you're there, there are obstacles above you so you assume you must travel upwards, but there's actually a pipe you need to go down below - which is always unfair if rows of pipes are being used for platforming and the pipe you need to travel down doesn't stick out. Just because the muncher coming out of this pipe is winged unlike the others, this doesn't mean anything to the player, because he already saw this previously with the flying piranha plants.

The underground segemnt from there is like a completely different experience. Every challenge before you is visible before you tackle it, and it's a little hard and fun. There's a leaf you can get to go to what I thought on my first try was a secret area above, which is hinted towards with coins. However, I replayed the level afterwards to see if you avoid softlocking, and you don't. You give the player a second chance with the bottom route, but this second chance is ruined by being a dangerous area guarded by a giant piranha plant and followed by munchers below. If an item is necessary to continue, the item must have an infinite supply during the part where it's needed. this is poor design.

After here is a tough area you need to pass, followed right away by a boss fight with a magikoopa and plants spitting fire at you bunched on top of it. This wouldn't be so bad if this tough little area started with a checkpoint, but it doesn't.

Overall the level is unfair and unfun. I have to boo it because I don't want it in the endless run pool. You can do much better than this, I can tell so from the good design of the underground segment.

Thanks, I was going to ask you for your courses. Going to run through them now dude.

Man if a level is too hard for you all you have to do is say so.

But this channel is boring and autistic

he's being descriptive so the person can improve upon it. It's constructive criticism

I just played it and I agree with everything >469044773 said.

I liked it. A good tight level.