Mario Maker 2 Level Exchange.
Post your courses / give feedback.
Mario Maker 2 Course Exchange Thread
Something something anchor post
TROPICAL DATE WITH BOO
You and Boo book a flight to an island resort, together make memories of the safari before heading back home -- charming themed level, it's straightforward and not too difficult... enjoy the breeze user and treat her right!
>W0Q-PLV-R1G
Pipe infestation was pretty tough. Good premise, but the randomness of the fire spitting flowers kinda made it luck based.
Flying Koopa Heights was really good. Reminded me of a classic SMB3 stage.
Thwomp ruins had some good themes. But the end boss had some unavoidable attacks due to Bowser and the Hammer Bros. RNG. I beat it, but only because I used abused the mushrooms invincibility frames to make a mad dash over the bridge.
Very Easy level was fun, but I'm not a fan of leaps of faith.
Copy Pasting from older thread.
Tall Order
PKO-RT8-6YG
Theme: SMB
This level focuses on ascending and was Hammered together in an hour. This will probs be the last one I make that's a short fast level as I wanna try making an objective one next.
Dry Fall
3B1-98X-JFF
Theme: SMB
Simple and short, speed run course. This one with descending in mind. There's a big secret somewhere in the level.
Dire Foundation
TFF-F2T-V9G
Theme: SMB
My first MM2 level. The level is trial based. I feel like I didn't balance it properly so I would welcome anyone to try it to give feedback. I am planning on making an updated version soon.
Snowdown
1P: 1T5-5MK-JMG
VS: 55Q-MPN-13G
Theme: SMB3
Another short and sweet course. There are 2 variants, one for single player and another for Multiplayer Versus with minor differences between them for balancing.
MX6-1NG-QFF
Buzzsaw platforming utilizing the bone shell
>Chill Chomp Cavern
H8T-5MX-60G
Icicle gimmick level.
>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 :)
This looks nearly identical to the last level of Super Mario Run.
Looking for some tips for improvements. Second course I've made, be as tough as you need to be with criticisms. Looking to git gud at making levels.
Rainforest's Underwater Pipes
Y92-Y4W-MXF
>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
cute
Except I DID show the way with coins. Just because it's not "on your face" with a giant arrow doesn't mean it's not there.
And I DID give you a second leaf if you lose your first one. If you also lose the Super Mario to get the leaf that's not my fault.
You shouldn't rush through the level. Other than that all your criticism is super valid and I DO think the part with the Hammer Bros required some guessing, I'll fix those parts for future levels.
Reposting my stage from the last thread, now with tits:
Don't Push That Button!
K5C-KB8-JKG
Focused around new items interacting with P-switches. Inherently tough, since hitting a P-switch is an auto-loss, but checkpoints are placed generously. Got good feedback last time
Thanks for the feedback, I think i'm going to redo Thwomp Ruins and Pipe Infestation to be honest. Thwomp Ruins especially needs a bit more refinement. Flying Koopa Heights is one i'm really proud of, I think it's quite a fun level.
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.
Based Mario.
>4 people out of 22 plays finished my level
>the record is 1:30 longer than what it takes me to finish
>only gets played when i post here
I think i just don't have it in me and gonna stick to playing
YAAAR ANCHOR POST FOR YA COURSES
Burner Desert
TWQ-DYC-5MF
Icicle Crash
Y1D-V1D-WFG
They're easy but give them a shot
Any thoughts on my new one?
- 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.
----------------------------------------------------------------------------------------------------------------------------------------
Also here is my old one which people enjoyed.
- Ice Wizard Castle:
Level Id: CS8-47F-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.
Koopa(Castle)Vania
YPX-F5N-60G
A dumb little themed level I tried to make, I would love suggestions on how to make the themeing stronger.
>Big Buzzy Business
YKN-Q1P-FSG
If anyone's keen on trying out a kaizo-ish level I'd love for some feedback. It's my first time actually trying to design a level after making garbage in MM1.
Bit late
I tried Chill Chomp Cavern. First level I've played on this game that made me want to pitch my switch against the wall. It's obviously beatable, but you have to be precise as fuck to do it. I couldn't beat it, but I'm going to steal some of your ideas for an easier ice themed course I'm planning on doing.
I'm , by the way.
>Except I DID show the way with coins. Just because it's not "on your face" with a giant arrow doesn't mean it's not there.
>And I DID give you a second leaf if you lose your first one. If you also lose the Super Mario to get the leaf that's not my fault.
No need to get testy, dude. I'm not calling your level shit or anything. I think it was a good level, but the single coin on the ceiling wasn't very helpful (I probably would have used coins to draw an arrow, but that's me), and a Mario level shouldn't be reliant on a power up unless you can easily regain that power up infinitely.
pretty good actually, especially considering how limiting the 3D World style is. My main criticism would be that it felt a bit 'busy' with everything on-screen at times, including the porcupuffer that didn't really do anything; consider spreading things out more to help declutter the experience and improve aesthetics further. Also, did you not realise you can put coins and stuff into the trees, or was having coins above trees an intentional decision anyway?
I got the WR on your course as well apparently, dunno how long that'll last
>Bowser's Fortress
1F9-2FQ-50G
>Koopa Derby 1-2
7G2-Y0F-TWF
Open for any ideas, suggestions, and feedback
I'm at work but afterwards I plan to make Koopa Derby 1-3 tonight with more wrecking obstacles and sound effects
Not my course or Yea Forums's, but a friend posted it and it's a fun level for 3D World. Let's see if you can beat my record, chumps, hahaha.
Goin' Down in Bully Town: 9RG-9DN-LKG
Better screencap
>not yotsuba theme
DROPPED
do you have the vocaroo?
As a shitter I wish you guys would be less jewish with powerups and checkpoints
My Friend Spiny: MD6-K8T-L0G
Spike Top Castle: TCB-Q7H-67G
Two of my first levels for the game
Maybe it's just me, but platforming on the buzzfalls is kinda janky
Good job tho
Oh shit, did somebody make that for you? Now I feel like I have to reclaim my record
Thanks. I was worried about it looking to busy, but I really wanted to make it seem like the underwater portion was "alive" when you were going through the pipes. I can see how I may have gone overboard though. Also, I tried to put coins and power ups in the trees, but for whatever reason, the game wouldn't let me. Maybe because they were too close to the "ceiling"?
Give me 2 or 3 items or enemies to build a stage around
Costumes when?
Op should really make an anchor post when he makes a thread it's been used on this site forever for a reason and will make it easier to find everyone's levels.
Quick shill before I have to go. I enjoyed playing your levels earlier.
The Bizarro Zone: WQF-5K1-W4G
Underground Railroad: H0F-5WY-9GF
Super Mario Ghost Busters: 9MV-XVX-4PG
March of the Ant Trooper: M6T-BWT-X1H
On/Off Acrobatics: 1WX-DH4-HQF
Thorny Ascent: 911-GPR-YRF
Stepping Stones: P90-Y5C-KTF
As a maker who provides enough powerups and reasonable checkpoints, get good.
How can you make the N64 music stay for the whole level? It seems like it stops after 5sec (building the level in 3D World, dunno if that changes anything)
Yeah, playing the levels from here the biggest complaint I always have is the difficulty. I'd like to think I'm okay at mario but some of the levels that get made here really push you.
Chain Chomps, Bullet Bills and Giant Goombas
Reworked some segments, please try it out and tell me what you think!
PRY-BX6-2MG
Just a short attempt at making my own level, I didn't spend too much time on it but I'll probably edit it later to make things more interesting and spaced out a bit better later. If I could have some feedback or ideas that'd be great, it's only a simple level to start with
Why is this so funny? I don't understand but I'm fucking in tears here.
Yotsuba qualifies as eye abuse you boomer, Tomorrow is better in every way
Big fan of Bizarro Zone, recommend it for anyone
Put the sound icon for the music on mario and it plays the whole level.
Oh wait I'm dumb I missed it, we'll have a nice anchor image anyways.
DIFFICULT COURSES COMING THROUGH
Taking a stroll in the desert:
CSL-HXG-RWF
only play this if you hate yourself
7D9-39K-B2G
Swinging Pipelines
7GD-LSM-QWG
Find the 5 red coins placed throughout the level. Has a bunch of claws for platforming sections/transportation. Kind of short and looking for feedback.
cool, thanks user
Chocolate Park
CLK-XSR-RDG
Thanks for trying it, played both your levels. Pretty fun. If you lose the builder power before you break the wall you basically just lose though.
>play level
>meowsers evil house
>fastest clear time 2:30
>give up after 3 tries because the cancer doesn't stop
fuck yoouuu
There's a "P" block that gets spit out of a pipe if you follow the arrow. Hit it and the blocks turn into coins.
H45-Q0V-KSG
T30-CHH-1WF
I know people generally aren't as skilled at underwater levels as the regular stages, but I'm still bummed I only have one dude failing 32 times on this stage with literally zero moving obstacles.
CUTE!!
Love it user
Ah, I'm just retarded.
Not every level mind you, just a lot of them, it kills me to get past a difficult portion just to get fucked by something and then having to redo the whole level
Here are my courses from newest to oldest:
Bone Boat Fortress
53F-31K-0NF
A boating adventure! Can you find all five of the fortress' 1UP mushrooms?
Koopa Troopa Finally Snaps
YYN-P27-2QG
A level about driving a poor Koopa Troopa to insanity
Footrace with Monty the Slick
H0P-9CT-C4G
So, how fast are you, anyway? Fast enough to beat me... Monty the Slick?
Wiggler Break-in
YKG-CKM-9QG
Steal Wiggler's key like a thief in the night!
The Ant Trooper Colony
J36-9MB-7LG
You can earn five total 1UPs in this level (factoring in coins and top of flagpole)!
Be Suspicious!
DPJ-Y3C-R1G
It pays not to be so hasty. Don't do anything you might regret!
In terms of courses I've played recently by people from here that I'd recommend, try out:
The Soul Train
P7K-DVD-GFG
The Abandoned Factory
PCR-L48-2JF
Fort Erika
KRN-5JN-6SF
Behind the Scenes: 1-1
9P3-QRH-LJG
Space Station Attack!
KTH-4M3-LMG
Resposting my levels in hopes of getting some more feedback.
Escape: The old prison -- W4Q 0LH 3KG
"Press buttons, find keys, escape jail"
The Great Koopa Heist -- CJD 03R BPG
"Break into the vault, recover the gold and run"
Battle in the skies -- MXX S6Q KPF
"We are being bombed, get on the ship and fight"
All short trad/themed levels with a bit of a twist, not too hard.
>From last thread
That McDonald's level was amazing, loved the little cars and how everything was set up.
This is a very tough course, I did manage to beat it though. Certainly has some fun ideas and good use the icicle mechanics.
I found some things a bit unfair though, like the part after the second checkpoint with the snake block. I'd suggest either ditching the chain chomp or the conveyor belt in that area. Overall I liked the level though!
>2-1
very nice, makes my 2-1 draft look like crap; back to the drawing board for me. Section with the seesaw and on/off switch seemed kinda tricky but maybe I missed something and made it harder than it needed to be
>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?
iirc you can have double the ground blocks compared to SMM1
WGM-DNS-2MG
Spent all yesterday trying to beat it. Really fun to replay too.
Nintendo, PLEASE give me the option to unlike stages
MD2 KHN QDG
I skipped the Wii U so this is the first course I’ve ever made
Hope Y’all enjoy it
>the pepsi level
>first part: oh this isn't too bad he was probably just exaggerating
>second screen:
Mount Mush'more
KWQ-F2Y-KNF
Fort Erika:
KRN-5JN-6SF
I enjoyed it. Left you a comment :^)
Nah I just scribbled it since Im stuck at my desk job and can’t play at the moment
When I enter the locked dorr it is supposed that i fuck her or what? thats very indecent and lewd, get a Boo.
Frost
MG1-8PC-BLF
Vote for Luigi
9CX-P5V-M2G
Rising Fast
878-8F9-0NF
For a normal horizontal level
How do I lock the scrolling so it doesn't go into the bottom row when I'm in the top row and vice versa?
4DQ-344-SWG
A goomba has stolen the keys to your house, you gotta get to him quickly. A short speed run level in 3D World style.
I like it
Going to play a bunch of levels after I get off work. In the meantime I could use feedback on pic related (and the other levels on my profile if you're up to it), more than willing to return the favor if you leave your code in the reply.
you can't
Got stuck in the roof
Race the Bill's. It is hard a cording to my friends.
421-PCY-P1H
>Thwomp you're obviously meant to ride with a spin jump
>It pops a parachute after activation without warning
>Fucks up my jump and I fall
This happens every single fucking time and I hate people who do it.
My dumb ass forgot to anchor
That sounds hilarious.
>Tall order
Good job on this one, the speedrun and the challenge are good
>Dry Fall
I liked it until the thwomp part, kinda kills the pace and requires a tad precision
Thanks for playing it man! The On/Off seesaw part can be one of two ways, if you're good at boot jumping you can just run right up the seesaw and jump close to its apex and you'll make it. If that's too hard the alternative is to drop a boot on one side, then grab another boot and then jump from that, since the first boot will keep the seesaw pressed down long enough that its easy to make the jump. Did you find all the red coins?
>double
Sweet, good to know, thanks man
Co-signed on that Mcdonalds stage I was very surprised how nice that one turned out to be
I get stuck everywhere, first behind the pipe in the first room, now on the roof of the room with the red pipe.
>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 his keep! Can you find out why?
[HARD]
>Fever Dream Donjon
RW-F85-6QG
Traverse your enemies, defeat the victory, achieve the fortress?!
[EASY]
>Matroid: Zebes
WJQ-Y29-DPG
Space Bounty Hunter Mario receives a suspicious distress call.
[MEDIUM]
>Downward Dune Dash
YY6-GJB-SRG
Up or down, riches or speed, the choice is yours!
[EASY]
the impressions are perfect
Is there no way to make it so hard blocks drop items like in Super Mario 3? I remember there was some that if you nudged them they'd move and let a leaf pop out for example.
Also is there a way to make a hidden noteblock that sends you to a secret sky level or anything?
I made 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.
>Did you find all the red coins?
no, as I said in a comment on the course itself I always seem to miss 1
damn. can't wait to try that. you should do other BK levels too
Uno Mas: Freeze!: QCK-7QL-CLG (Puzzle level using a cool superball flower mechanic)
Spooky Scrolling: KCG-5N2-0RG (Autoscrolling with sideways thwomps while you jump on dry bones to stay afloat)
Shit, my bad. I'll fix it up.
Defeat the three bullies anons
Forgot to anchor, Meant for Uno Mas: Freeze!: QCK-7QL-CLG (Puzzle level using a cool superball flower mechanic)
Spooky Scrolling: KCG-5N2-0RG (Autoscrolling with sideways thwomps while you jump on dry bones to stay afloat)
Thanks!
Think I'll continue making levels like Tall Order as that seems to be the one that gets the most positive feedback.
I wanna try making atleast 1 good high effort course so I'm gonna work on fixing Dire Foundation first.
>guy with over 200 viewers on twitch just played my stage and kept saying how cool it was
>people in chat also calling it cool and asking for the level code and all
Interesting stage. The Bowser fight was super easy. Maybe add some challenging platforming sections? Before me there was only one person who cleared it.
What's it about?
link to stream?
N64 music is for troll traps
Try beating this:
M0J-P4X-B6G
Pure platforming, but difficult.
>big youtube played stage in MM1 with over 100,000 views
>was awful and didn't enjoy the stage
>one guy with like 12 subscribers made a video beating it and really really loved it
It's a special kind of feel
After the first hammer brother there are always 3 projectiles following you and given how its an autoscroller with the moving cloud its almost ikpossible to dodge them
>The Abandoned Factory
PCR-L48-2JF
Reposting my level because I put a lot of effort into it. It's a typical Mario level with decent challenge and a cool theme
Looking for more feedback. I was wondering what you guys think of the pacing
Beautiful aesthetic. I liked that you stuck with one idea instead of throwing a lot of shit out there, but I think it was a bit too simple. There's a lot more you can do with swinging claws
Thanks man. I'd recommend Space Station Attack too
I finished Bizarro Zone, and I never want to play it again. I hate swimming, but everyone seemed to find it easy. I guess I just suck that hard at Mario.
Shill and feedback
Tony Thwompson's Tower
32C-6WV-1QG
If you only play one of my levels, please play this. It's the one that I put the most thought and effort into and actually enjoy playing it, despite how pretentious that may sound. It's a level that plays around Thwomp mechanics in a 3D World style.
Casual Coin Collection
5P4-LY7-XKF
I have no idea how the hell no one has beaten this yet, it's a simple coin gathering course. There are three hidden rooms. You need to find some of them but absolutely don't need all of them or every coin in the level. Don't forget that you can use ZR to long jump as it's integral to some secrets.
Bowser's Dance Party
D98-0T5-7MF
Total meme level that I just put up for maker points. What I really want to know is how 70 out of 315 people fucking died on this level, it's supposed to be impossible to die and just funny to look at. The failure points icon shows no deaths so I just don't get it.
Now for feedback to my bros:
If the Bit Crusade guy sees this - I'm making good on my promise to play your levels.
I played 1-1, 1-2, and 2-1. Also followed you and will be playing more. I really like your idea of using key coins to open a secret door at the end, you bet I'll be trying to get them in each of your levels. I like how you stick to a simple theme and go with it for each stage - for instance, 2-1 isn't "here's the shoe, now jump on chompers and a million enemies", it's "here's the shoe, now here's some platforming sections where you have to use it's physics to proceed". I think a huge problem right now is people cram too much stuff in one level.
Pretty fun little maze level. I think that it is a good size - if you went too big with it then I never would have bothered restarting. As it is, it's based and well-designed because the coins are obtained in a loop - you get two going one way, then you go back another way and get the others. Will be watching for your next levels.
More feedback in next post
>Try to make a 3DW level.
>Have to stop and redesign every two minutes because of all the shit missing.
How in the fuck is there not a BRIDGE?
The first one you have to backtrack a bit and boot jump for.
The second is in the first pipe you can go down.
The third is before the big underground section after the first checkpoint
The fourth is right after the second checkpoint, under the overhang.
The fifth is above the goal card at the end of the level, use the boot to get up there.
I'd rather replay later and get them all legit
KC6-MR1-72H
Tank themed level
WB3-FSD-07G
SMB Castle inspired by Lost Levels with some added twists
Could really use a like to get them into the endless pool, and I'll give a play back of some of anyone's levels who will help me out
Good point, a little boring right now. Maybe I'll add the crusher section from CV1 with thwomps or something. Thanks.
Has anyone got a link to thar roullete spin thing for ideas?
>Can't make carry the stone levels
>Can't make toad rescue mission levels
>Can only upload 32 courses
These are the REAL problems that people aren't taking about.
Anyone made a funny pepe stage where you play as pepe?
HL4-0KW-8YG - Mario and the Beanstalk
Feedback appreciated
that guy who made a load of fart stages is basically pepe stages
32 limit will be lifted soon, just wait and see
>Mighty Fine Mine
15Y-40L-PJG
fairly easy desert/underground level with a few secrets
I wish people who drew Rosalina on-model like this drew porn
A short level focused on sliding.
HB4-DG1-53G
I beat your WR. It was a pretty comfy stage
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"!
I loved abandon factory. A very simple course, but I can tell a lot of effort was put into it. Very soothing.
Ah shit, aight then heh. I like that you're a purist in that regard.
Glad you're enjoying them man. I try to make them diverse but still cohesive as best I can.
I'd get cracking on 2-2 but I have to leave for work soon. Might be able to start it tonight if I get out early enough.
Your casual coin collection stage isn't bad per say, I played it and the stage layout is ok for them most part, its the only one I haven't finished yet of your because I got stuck in a middle section as big Mario and I couldn't get out again cause the slope wouldn't let me crouch walk out. Also that pit down at the bottom by the first bonus pipe killed me more than anything else but that may be because I haven't gotten a good enough feel for 3D world physics yet, you gotta jump right at the edge otherwise you smack your face and die. I'll give it another shot later tonight.
61N T02 LGF
Short and easy
:)
Still practicing, this is my second level ever. No plays yet
XXV 0G6 SWG
The issue with those clear conditions is that they only work in certain themes.
>Stone levels are only in SMB3 and SMW, impossible to use in SMB because you can't carry things in that style
>Toads only appear in NSMB because they originated from those games.
I hope Nintendo will add them in an update, but my fear is that they're hardcoded limits. What's REALLY mindboggling is the upload limit and the inability to put items into trees last I checked.
>>Toads only appear in NSMB because they originated from those games.
Any and all feedback is appreciated, don’t hold back if there’s something wrong with a level.
NEW
Desert Chomplex
F18-4VF-54G
>This level isn’t extremely long, but I tried to make it a bit more challenging than my regular levels, I tried to give the level a factory look with the SMB3 desert theme.
Overgrown Mushroom Cloudtops
9YP-PFS-6QF
>I love the sky theme for SMW so much so I really wanted to put a lot of love into this level, I hope it turned out good. The theme is a Pirahna Plant invasion in the mushroom cloudtops.
OLD LEVELS
Dry Fish Sewers
FWH-10N-8WG
>Pretty standard level focused around dry fish, I tried to do as much as I could with that one enemy.
Bounce and Swing Jungle
STM-RKD-M9G
>Can’t touch the ground once you’re off it, so you have to use things like bouncers and vines to advance.
Dreamy Sandship Dunes
7N5-Y6V-1TG
>I feel like this one could’ve turned out better, but the idea was built around flying on a ship throughout the sky and dodging enemies.
Hey guys, I wanna create a course that requires you to follow a boo ring to the end of the stage, is there a way to hide the flagpole unless the player has brought every single boo to the end?
These are on purpose, much like the bats that come out of the robots keep following you around
Either try to dodge them, entirely possible, or use flower Mario to kill the moles, or most of them, should make it a little easier
I think he means the toad escort missions, which are from NSMBWii
It's hot garbage, go fuck yourself
Bowser Jr.´s Favorite Toy
ID: 1H4-YVY-DLF
An autoscroll level where you have to survive Bowser Jr´s Tank that gets bigger through the level.
I´m looking for feedback as I got very good at this level after many hours of playtesting and since I´m making a similar level where you will survive a flying fortress, I would like to know if it´s very hard or chaotic for the average player.
I can't think of any way
Just make it so that unless you stand inside of the boo circle, placed on a track, you won't be able to do it. Somehow.
But there'll always be that gap which will allow people to escape and I can't think of a way to fill it with another boo
:(
I have one idea, but it's janky.
You could make the clear condition "kill a boo circle" and then only give the player a star at the very end to kill it.
Just make sure you explain "bring the boo circle to the end" in the description.
>Fighting the second bully
>made a puzzle level
>barely any clears
>Japanese guy comments the so tough yoshi picture
Oops
That's actually not janky at all, thank you for the good idea, user.
Feedback continued
Really neat atmosphere for this level. IT took me awhile to get through it because of my dumbass mistakes but it felt forgiving and simple enough. You have great courses ahead of you my nigger.
Freeze code isn't working
But the spooky level did. The autoscroll part was alright for an autoscroll level but it's obvious that the meat of the level was meant to be the dry bones part. I think it was a neat idea, but it was kind of tough to manage with just a mushroom. Maybe giving a fire flower before hand to take off some of the edge could have been a good idea?
But I did just access your profile to try out the Freeze level - how did you figure out how the mechanic to win that worked? That took a while to figure out but was based when I did.
I played the Arabian Heights level. It was designed well, but a combo of precision platforming and the night-time desert wind was kind of annoying. If I wasn't playing just for my Yea Forumsros then I probably wouldn't have finished.
That's all for now, time to make some coffee and pop-tarts and play Judgment. Before I go though:
Enough with the just posting your level IDs with no descriptions or opinions on other's levels. Take the initiative and play other people's levels and post your comments in the same post as your levels (which should have some sort of description.) Half of these levels will never get played as is.
You knew it was hot garbage when you made it
Yeah, this. Not the toads themselves, I'm not that retarded yet
post code
git gud
Huh, I'll have to replay the level and see if I can find what you're talking about. I should have put in the description of the level that you have to use ZR to long-jump - it's a 3d World mechanic that I used but I don't feel is explained well. Kind of goes against what I said about making cohesive levels, but I was mostly using that as a 3D World testing ground.
Thanks for the feedback though, like I said I'm gonna troubleshoot for the part you are getting stuck at. Will finish up 1-3 and 1-4 shortly, I'm sure they will be as good as the rest.
New tough level:
P1D-YTF-QSF
7DR QCF 5CG
Dilate instead of making hot garbage
Me again, I didn't notice you left a comment there. You're actually supposed to take one of those Koopa shells and throw it in there, then it hits the springs and gets the 10-coins. I never even considered going in there considering the Pirhana Plant that is in the way. Did you kill it with the cat costume?
Anyway good eye, thanks for letting me know.
The block as a clear condition shouldn't be a problem, we already have conditions that require you to hold things in the other styles like pow blocks. They should just exclude that from SMB.
Story mode is boring but I want all the maker parts. How many jobs are there?
come up with a new buzzword or offer constructive criticism
G7C-2MS-HBG
I made a Ghost House level! This is my second level and it's quite different from the first one. I hope I found and removed all the soft locks!
You can require the boos to be killed to finish the level, and then add the men's of killing them at the end.
I want to update my level to fix some design problems. Will that remove all its plays and likes??
There was a stone level for every level style except the original SMB. It wouldn't kill Nintendo to make an exception
Yeah the cat pounce killed it and then I went in thinking I could squeeze out. But nope lol. Yeah man no sweat, I tend to comb over the levels I play pretty thoroughly so it's partly my fault.
>Complete the castle with about 30-40 levels remaining
Do you get anything for doing them all?
>multiplayer vs
>has bosses
>key door leads to flagpole
fucking why
I gave it the first clear.
It was alright. It's only challenge is figuring out the star at the beginning, and the feather inside the boom boom area. Besides that it's just meh. Not much to say about it, since there isn't much there.
Keep working on new levels.
>Frost Mountain Fun Run
second section it wasn't clear when you needed to hit the on/off switches, although course was so short it barely mattered
>Summit
4M8-V27-NPF
Just finished this one. Mostly vertical with some puzzle elements. This is the first level I've built that isn't just a concept level. Criticism welcome and I'm interested to hear what you think
fair enough, thanks
Please play my level
8BJ 33C 9CG
I shit you not, this took me 27 hours to make
the level design is sporadic and uninspired
yes, the plays and likes will be removed, but it shouldn't affect your maker points or total likes or whatever. Honestly, you're probably just better leaving the level up and learning from your mistakes for the next level you make. unless the level is really bad enough that you think it should be removed. you can always delete it later if you run out of level upload space
>Spikes
>Kaizo block
>Soft lock
Go fuck yourself
no u
>it shouldn't affect your maker points
From what I've heard it does.
PR7-C6J-0WF
Between a Rock and a Hard Place.
Expert map about timing
New level I just finished. Improvements are probably necessary:
Flipping Red Coins
QYB-T37-FTG
where's the puzzle?
You said there would be a puzzle but I'm not seeing any
big if true. in SMM1 you got to keep the stars. seems like a shitty change to make imo
wtf is kaizo block. I've obviously never done mario maker before
HEY DUMB ASSHOLE
Don't forget to add your level to the Yea Forums course masterlist.
docs.google.com
r68 nbx 08g
You get a call, you grab your fire flower and your services are required at 17th goomba avenue.
Invisible block placed in the ideal jump path that knocks you into a pit/spikes/something bad
it's an invisible block placed over a pit. It's just a blind kill and it's definitely in bad taste to use it in a non-kaizo level
nah
>Space Station Attack
KTH-4M3-LMG
ah. The intention was to just get you on the springs, wasn't purposely going for throwing people into spikes
The tight jumps are ok (the star box, and having just enough room to fly out of the boom boom area). Unfortunately I'm not very creative, but try and see add some more variety. There are other ways to make a technical stage. Like hopping on top of enemies to get across a gap, or throwing a shell into a gap to trigger a switch or block.
Try some new stuff, and let us know when you make a new stage.
The Angry Sun's Lair. It's a very difficult rising lava level with an angry sun chasing you down. ID: 3L3-06W-CGC
>its a puzzle level
Any specific rules or criteria or do I just add all of my courses?
I haven't had as much time to play lately and want to get into the meat of level design, there's just one thing I need to know.
Is it possible to design a level with multiple sub-levels with fixed camera? No horizontal or vertical movement for multiple rooms basically.
Is the fixed camera automatic based on dimensions, or can it be set by the level designer?
Figuring out where to swipe the bullet bills, it isnt a very hard puzzle
It'll get other people to play your courses cause we ain't waitin on your lazy ass to wake up and beg us to play em.
Fill out the boxes, that's all you gotta do.
>Summit
25M-KTS-6VG
Just finished this one. Mostly vertical with some light forms of puzzle elements. This is the first level I've built that isn't just a concept level. Criticism welcome and I'm interested to hear what you think
I think you nailed the difficulty, even at the end it doesn't feel too over the top or unfair
Seems like if the player gets hit while he has the leaf he's stuck in that area and his only choice is too start over. You shouldn't create situations like that, maybe add a pipe that gives the power up or something, other then that its fine for a second level
Nice concept but I think its too easy, maybe some more enemies/elements to make it more intense
>Tick-Tock Temple: 27X-KMV-MPF
A shortish level with a couple of puzzles for you to figure out. The last puzzle is pretty tough. Involves on-off switches.
the camera never zooms in or out if that's what you mean. But yeah, you can use the scroll stop to make as many small rooms as you want basically. Also, if you are going to make more than like 20 of those rooms, you may want to use a vertical sub area since it can be scroll stopped both horizontally and vertically
Not a valid course ID
>Movement-based without being able to jump into one square properly.
Good point and thanks for playing, I put some blocks in between the paths but I can see how it wasn't clear. Mostly I was hoping that last block chunk could be used in multiplayer to fuck with fellow runners.
It's a full world/subworld but running at those speeds you run through space fast.
Technically yes, but you're going to have to deal with some limitations. The above level will have to be made without going into the upper portion, or else the camera will scroll when the character gets up high enough. Same with the sub-level if it's not vertical.
As long as nothing exists above the bottom layer the camera won't scroll up, but that means you can't use that space. That should still give you a bunch of rooms though if you use the max length.
Vertical rooms is probably want I want, thanks.
Looking forward to making this.
2FP-X5T-M2G
I'd consider this to be 'Normal Difficulty' as opposed to my mostly easy levels.
>Bowser's Fortress
honestly pretty terrible.
>unoriginal "boss rush" junk that does nothing new
>extremely cramped spaces
>no decoration at all
>pom pom can warp outside the room you fight her in
>cat bowser is big variant with way too much health and a only a fire flower to kill them with
That's fine, as the first area is intended to be horizontal only, with the sub-area being non-scrolling vertical rooms.
I liked it until the painfully slow autoscroll
what the fuck? alright, hol up.
try it out now.
3L3-06W-CGG
Perilous Poison-Pumping Pipes
FKX-BJX-C2H
Honestly no idea how hard this level actually is. Let me know what you think about the difficulty.
Sky Town
Q52-WF0-9QG
That one image inspired me to make a village in the clouds
Little Big World
1CX-GJ3-X5G
Level idea I had in Mario Maker 1
Bell Tree Trails
1R4-FP4-7GG
Attempt to make a simple and fun 3D World level.
re-uploaded with a fix for the soft lock, but I'm retarded as far as general aesthetic to make it look better
D80 LDN HLF
Very cool, not done yet. There's a soft lock after the first door. How did you trigger it to set back to On after a few seconds of being Off? That's very cool.
Fair enough, I'm a sucker for boss rushes though and the initial Tube room was set up like a 'Teleport' room you'd find in a Wily Fortress to go fight people. The crampness was meant to add challenge and the layout of Bowser's room is a reference to Grizzly Slash's boss fight from X5. But I understand that's not everyone's cup of tea.
Koopa Derby was better received and I plan to focus and do more of them anyways.
People are shitting on Mew2King because he said he hates puzzle levels. Is he out of line?
are you talking about the second half of the stage? If not tell me what jump into one square means so I can fix it.
I don’t give a single fuck about e-celebs.
Go in the first door, you have the little staircase, a pipe, and a pit with the On/Off block. If you jump down before grabbing the Koopa from the pipe you have no way to hit the switch or get back up.
Trying to figure out the shit after the second P too. I like the level a lot. Again, how did you do the On/Off always switching back on? That's so cool.
MQ1 XNY BXG
To paraphrase, most feedback I got seems to indicate my level is to long and sometimes cryptic. I can't not make a difficult level but I'll try to make a more fair and less lengthy level next time.
repostaaaan castlevania 2 inspired level because the mario 1 forest theme reminded me of it
complete with a mansion and a bunch of references to that game
bretty good
ID 9PC-NN1-WVG
I think m2k is a faggot, but he's not wrong. Puzzle levels suck
6Y8-61X-4WF
Do you get banned or does the level just get deleted if it's offensive?
The obstacles aren't particularly hard but the subworld seems so long that its incredibly tedious if you slip up.
I've now spent several hours retweaking my level to make it more fair this time around. Every area is now traversible with Super Mario without being forced to take damage (some areas require skill to do this still). I've added a lot more powerups in convenient places to give the player a better chance of surviving. I've made the secret bossfight be more about skill than luck. Checkpoints are still an issue, but you can only do so much with only two checkpoints. Hopefully it's a more enjoyable experience now.
BM8-TWR-4MG
I gotta agree with him. As much as the parts allow for it, Mario ain't really puzzle based, it's platformin. I like runnin and jumpin and bouncin off stuff, not watchin and waitin. Very light puzzle elements that involve timin or figurin out the best route to take for a fast time are okay, but the puzzle levels that require extreme precision at six different points as some fast movin shell goes along's torture.
The only part that I really didn't like was the vertical auto-scroller section. Too much waiting around for the purple drank to sink. The parachute dry bones kept killing me because i would jump into them as they were swaying back. Other than that, it was ok.
No one has played my levels. I just want that initial push.
9MX-YDP-NLG
P7R-HVX-GVF
agree with I'm not great with the flutter jumps to begin with, so the sub area is hell for me and you left little room for error and no room for practice. Also, been hit a few times by obstacles I couldn't see due to the camera, I strongly recommend having some coins to direct the player a bit and help avoid things like that.
I think I like making puzzle levels more than playing them. When I play a good puzzle level I'm thinking "Oh I didn't know you could use this that way" or "Man I wonder if you could do more with that"; and trying to translate a puzzle into Mario mechanics is its own satisfying challenge.
If you already have 100 play on your course don't post your shit here, you have been warned
Who Toadette player here?
or what faget
That's fair, I appreciate the effort cause I know syncin everything up to actually work's hard.
Give me Zelda inspired levels please!
How do you pick who you are? Aren't you stuck as Mario in single player?
no!
You have a soft lock on the very first section of the factory where you knock the buzzy beetle out of the block. Didn't happen to me but this is amateur stuff. 0/10.
If you already have 100+ plays on your course PLEASE post it here
We don't need these threads to be even more dominated by hot garbage
Based these stages on the first three worlds of this game. Platforming with emphasis on claw swings. No pick-a-pipe/door or jank kaizo nonsense.
>The End
PT4-HWK-76G
>The Arid Flats
KTM-0VJ-B9G
>Overflow
GK6-H8V-48G
Punished Link?
Wrong response sorry.
But the stage is just hard to make some simple jumps because it's a one-square shaft and a one square opening. Even as small Mario you'll still bang your head.
>7 out of the Top 10 most popular courses have the word "Switch" in them
This game was a mistake
There's an option for it in the settings.
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
Shilling my courses, starting from the one I just finished:
Jack and the Magic Vinestalk: climb up to the clouds planting vines until you get to the evil giant and take back what is yours!
2K3-NJN-0SF
Mount Thwompmore: Climb up the mountain whole Thwomps destroy the road ahead.
FFQ-6W8-0JF
Back and forth: go from one side of the level to the other and then back to the start!
1PH-79C-RVG
(why won't anyone play this one???) Follow that Shellmet!: make sure that the shellmet riding above you makes it to the end of the level.
H8Y-TV1-1QF
I try to make my courses relatively easy with some puzzles, and then add challenging big coins on the side for those who want higher difficulty. I hope you enjoy them. Feedback is very welcome, as I don't have much experience in level design. also pls I want more maker points, I only have 326
Once my Switch recharges a bit I'll play some of your levels too.
My first course, a desert course: F9N-V5V-5KG
0 plays :(
>popular courses in the first few weeks utilize the new mechanics
>highest rated courses snowball from exposure
wowowow
>It's a brainlet
It's been a while since I last checked, but last I saw several of the top levels were ported directly from MM1. Some even stolen, like that ping pong level.
Claw Clamor Kaizo (30 sec)
>A 30 second speedrun centered around claws, with some mild kaizo tricks thrown sprinkled about. If you're into that sort of thing, give it a look.
6YX-J71-74G
Played both of your levels and the factory level was very fun. Also your Nostalgic for Mario was one of the better 3D World levels i've played so far.
In settings you can choose.
People seem to have liked this level, I remade it to fix some issues. I will play your levels if you play mine, I usually go down the list of people who have played mine and check each person out.
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!
KPP-45F-JHG
Hey, please play it and let me know what you think...
How about we just post levels and have fun?
>Only new mechanic they use is the On/Off switch
WOOOOOOOW SO CREATIVE
I couldn't clear it
Very cute
the problem is I've seen way better boss rushes with unique ideas, yours is literally just the vanilla enemies.
One of your courses DOES have over 100 likes, right?
Raider of the Lost Mushroom
S4M-22S-21G
Mario loses his way out after entering the pyramid. He must look for a mushroom in the tomb to get out of there. I tried to make it feel like an adventure. The difficulty should be around medium.
The sub area is one big slap in the face. It takes ten tries for me to succeed once at the large muncher section because of the one that diagonally intersects the path. I beat that and I'm met with a ridiculous fire bar section. I beat that and there's still more platforms pushing me into an insta-loss. Without a checkpoint I'm not replaying the sub world any more holy fuck
I reviewed a few levels in the last thread. I can't play any now, but if anyone responds to me I'll play your levels.
Can't believe I didn't notice that soft-lock. Thankfully it was close to the beginning of the stage. Now I'm just left wondering why the fuck Nintendo doesn't allow you to reupload levels.
On how I did it: Here's how. It's just a small adaptation of Ceave's counting thing he showed off in one of his latest videos. When you hit the on/off block the shell goes around and hits it again. Pretty simple.
2 of mine are about to hit 300 each, just need 1 more like on them both
P1D-YTF-QSF
You are talking about another stage mate. mine doesn't have any of that. Except the movment based part.
I think it could use a few dozen more enemies raining down from the sky.
Also
>Here's a scary boss you can run right passed
oh shit, I was thinking of making a Castlevania style level. You beat me to it. Going to try it out. Here's mine if you're interested.
What, you don't like oversized tits with veiny futa cock and baboon asshole lips?
>9MX-YDP-NLG
I feel that the level needs to be tested more if you want to ensure it is beaten the way you want. For example, I kicked the spiny shell by the thwomp into the ? block below to get the P-switch (I don't think that's the way you intended). You can also just leap off the the bills from the lift at the end of the level to easily reach the exit. The lift is very slow, and there was lots of downtime of just waiting around on it.
>P7R-HVX-GVF
Found myself enjoying this one a bit more, although it was a tad short and didn't really seem to have a coherent theme. The nod to the OG Mario Bros at the start was cute. I couldn't grab that 30 coin between the pipes.
I'll work on ways to spice them up, thanks for the feedback.
Have you tried Koopa Derby as well?
not yet
Play my course please
8BJ 33C 9CG
A nice simple level.
fuck twisters
fuck those janky shit tornadoes
if you put twisters in your level fuck you
I've been getting pretty good feedback for my latest stage and some people are really liking it.
So I'm going to post it here again today in case any of you want to give it a shot.
SMW style desert runner across three segments. Gets garder with each part, last one requires a bit of spinjumping (Z) but nothing crazy.
TT3-TDK-DPG
>veiny futa cock
You best not be implying that's bad.
Dire Foundation V2
63H-VO7-VRG
Theme: SMB
An update on my high effort map. Now with mushrooms, removed troll room, less retarded positioning for one of the boss fights and better secrets.
Better than note blocks. Have fun trying not to fall when you need them to get you across a long pit.
I'm okay with them, as long as there's no precise jumping involved because they can be used for some cool stuff. I die once to janky twisters I'm done with the level.
Post them and if they aren't shit I'll like them
>given feedback to around half the thread
>no feedback received on any of mine ITT
not sure if the anons here have just already played them or what
The Koopa Klose Race: 7JF-B0H-LPF
Made this last night and struggled to make a decent race level but limitations mad me cut back. Still think it's neat tho.
Sky Fortress of the Mole People: SL6-J0C-XOH
Just finished this one. Tried to make a level with a bit more depth and wanted to focus on the use of moles. Think it came out pretty nice.
OH YEH
actually a bunch of the enemies were a last minute addition including the dead fish pipes which i found pretty funny
cool, i will
there is a really cool castlevania level on the top levels you might want to check out too
It's simple and nice
Doesn't feel cohesive though, like I was just kind of thinking "what's the point of x" as I went through the level
Lots of unnecessary stuff
which ones are yours?
I'll take note blocks any day, there's a clear and consistent time to press jump regardless of trajectory or momentum. Twisters are ambiguous as fuck.
here 1-2 and Shmup are the ones at 299
This ones a quick race to the finish loosely based on the penguin race in SM64. Would appreciate feedback on the difficulty as it’s easy to fall into the trap of knowing where everything is while making the level. Unfortunately had to put a time limit on the level or else you could just wait for the shell to despawn then casually slide through the level.
>QHF-BW6-CYG
QT6-ST4-X8G
Had to reupload due to a jump being possible allowing you to skip half of it
Pleasant level. The fire flower makes taking out hammer bros a little too easy imo. Also I managed to jump on that hard block box containing the trampoline and skip that segment.
Damn dude. First off it was a great challenging level. The boss battle was interesting and innovative. I liked the claw puzzles. I think I died 50 times though.
Here's my first actual stage that doesn't feel like it sucks hard.
2H2-2HS-RJG
It's called Funky Forest and while it doesn't have our favorite Mario Kart Wii character, it does have Mario going on an trip and things crawling out of the walls and falling from the ceiling.
If you unlock doors and reach a checkpoint do you have to unlock the doors again if you die? Because if you do I'm going to have to make a lot of changes to the level I'm working on.
Just finished this, thanks for trying/feedback
LP9-88Q-KKG
Yeah, this came up a lot, I wanted to make a lot of ways for someone to complete the level, but I guess it doesn't feel cohesive because of this...
Fuck off, this isn’t a designated “give me a like to put me into the system” thread.
FUCK OFF I ONLY DIED TWICE YOU CUNT
Yeah. Checkpoint resets everything in the level as if you were just starting it, besides pink coins.
yes, mario maker 2 is just as completely fucking retarded with pink coins and checkpoints as the first game.
You do, everything resets on death
Thanks, It was my first course so I didn't know how to do it properly :p. Do you have a course? I want to play
Thanks man appreciate it !
this is awkward as I don't want to come across as begging, but I am disappointed that so few anons are giving feedback
>user even included the death boss fight that you can skip in Castlevania 2
Now that's what I call attention ro detail
Ah nvm, i forgot i can find you from the list of players
That's okay, I understand and I didn't even realize there were multiple paths
I think it's better to focus on making a single path the best it can be rather than doing multiple paths
I recommend these. All three are good fun.
Share it user and I'll add you to my list. There is a big problem with people posting and not playing on Yea Forums despite how defensive people get when I call them on it
Why don't they act like regular enemies? You can't even put them on tracks or in pipes for fucks sake.
R.I.P Iwata ---> FRP-7K2-HGF
Level extremely hard 5KX-HFH-D6G
Speedrun :
ON/OFF [15s] ---> TM2-DH8-JFF
Life is Life ---> KYT-B6L-75G
Level Retro [Black and White]
Retro Mario ---> CBP-4X6-SHF
Retro Mario Forest ---> TYM-6HW-9TF
Music :
Beethoven Moonlight Sonata (song)
P1G-8L7-4LG
Thanks my man
>I don't want to come across as begging
That's the only way you're going to get plays user. Offer to give feedback to anyone who plays if you want to give something back.
tried a few things in a room based level
D0Q - HJB - HYF
>first course has almost 600 plays
>second course has like 40
Nigger, I've been in the thread playing 10-12 hours a day since launch. My hands hurt and I have over a hundred First Clears let alone the levels someone beat me to. Give me your codes and I'll fucking play them if it means you quit your whining. Hell, the other user explicitly asks for your levels and you still don't give them. Stop being such a pathetic shit and give the fucking codes
Beginning is a bit awkward getting to the tower and the stuff after the initial snake block part is pretty good
Playing it now. At the Sun/Claw swinging part.
If you post more than 1 level at a time in these threads you're a fag and I will never play any of them.
Galactic Fortress
>SBB-4XP-4JF
Venture into space to kill the Winged Boom Boom in his comet fortress before he can attack the castle!
6FS-2RW-6DF
Monty Mole level. A bit disappointed by how few things you can place and that you cannot ride the mole likein SMW
I don't need the plays, just wanted some feedback, just forget it. They were already posted earlier in the thread so someone might get to it eventually.
same
Power Down Pathway:
1W2-CKQ-FKG
Pretty simple speedrun/platformer
You might like that one better
>I want feedback but I won't say what my courses are
Okay, you literally only have yourself to blame then.
Solid level design
No plays yet. Feedback please. This was my only idea of how to make a race in mario maker.
421-PCY-P1H
Oh hey, you made changes to it. Lemme play it again and tell you what I think.
play mine. I'll return the favor
does it need multiplayer then or can it still be enjoyed singleplayer?
Made a labyrinth-esque level based around picking the right door from two choices at several points. There's no back-to-the-beginning bullshit, so hopefully it shouldn't be too much of a chore. Feedback welcome!
The Pipe Maze
DLT-2P1-C7G
bullies are such fun enemies, really glad they're in
Pretty fun, nice power ups
"Infiltrate the enemy!"
631-YH0-X0H
Platforming leading into a fight with Meowser.
This is the first level I actually put some effort into so I would appreciate some feedback.
The second jump is kinda difficult the rest is pretty doable.
i don't understand why nintendo pretends to be so anal about adding style-exclusive items/modes when they already have several, like the super ball, leaf, cape, and propeller.
>Koopa Derby
it was alright, again almost no decoration to it and it was a borderline auto level with how little input is actually needed of the player. Kind of bland honestly, but to be fair I've never played a car level that was actually engaging.
>can't have more than 3 doors per area
fuck off I need to transition people here
Star Fox 64 Corneria inspired level
DSJ-2DH-0FF
Good stuff, I'll play the other ones later, no real critiques here
delete this image at the earliest possible convenience
Eventide Marsh
J6X-9L1-X0H
Avoid the claws and make your way to the goal wearing a dry bones shell
Just for you.
Shell Shots & Switch Blocks
467-FVW-TRG
Really proud of this. It’s a puzzle based adventure. Feels like the first decent level I’ve ever made.
Hope someone enjoys it!
thanks for the 300th likes user, glad you enjoyed them.
I'm considering a follow up to shmup bros btw, if you have suggestions I'd love to hear them; plan on making it much longer and involve some enemies that'd shoot back at you along with a boss fight.
>level with poison water doesnt have the poison mushroom
>it HAS to be ground theme at night
why isnt the poison mushroom just a 1up variant, why the restriction?
I actually had time to play yours. Pretty good, clever use of timing on the boss battle.
8K3-W55-GLF
>Spend hours balancing level and making it accessible for people who don't play Mario
>Get "sooo tough" comment on the course
That's it. I'm done wasting time appealing to babies
FALLOUT: A Post Nuclear SMW Game
Based off the first one, you have to go into the Wasteland and retrieve a Water Chip to save your dying Vault
X4G-4LP-PNG
Cannonball Climb
GCF-VCB-HBG
Do you guys make by touch screen or with controller?
Touch
That is actually an ironic comment, the yoshi is asleep which implies the player is bored or breezed through it. It's sarcasm.
...
Are the servers lagging or what? I never even heard the ground theme play on long loading times before.
Pretty good.
It took me way too long to beat...
touch screen
but after making a stage with the couch co-op building, i can say that controller actually isnt bad.
I can make stages solo with a controller now just fine
Pretty good level - I only chose the wrong path once, which let to a >1HP moment. It was fucking great
oh....
I got you dude
71 seconds, fuck yeah. Now I'm gonna drive myself crazy drivin that time down a little more so it's airtight. Yeah, the Bowser Jr fight's more reasonable this time around, it's still tough, but not leavin at the mercy of havin to take a big leap when he could be anywhere since he's further back. Nice goin, man.
Thanks man.
I died a lot to Lakitu a screen above me that I couldn't see. Other than that it was pretty fun.
I haven't really messed around too much with the course maker to know if it's viable but if shells or pows or other items could be utilized as limited but more powerful projectiles that might be cool. A longer course and bosses definitely sound neat as well.
Controller is surprisingly viable.
Lying in bed and making levels is way more comfy though.
...
Reply with your 0 played levels and I'll play them.
>you can make a static shell start spinning by putting it on a conveyor belt and making it bounce on an horizontal spring
I felt very smart when I tried this. Is there some kind of list of all the crazy combinations and effects you can create in this game?
Record's 59 seconds now, haw haw. Let's see anyone beat that shit.
Appreciate your time.
I've used both, and honestly it takes the same amount of time to build a course when using either. Just use what you're comfortable with.
D80 LDN HLF
I'll shill my best level as to yet, until I work on something better
321 HL0 QVG
A quick super mario world sand level that relies on spin jump ability. A bit hard if you're not familiar with the ability but once you get it its pretty easy tbqh.
See
No plays before reupload either lol, just looking for feedback mostly
MQT NDD 18G
why is every single NSMBU/3DW level automatically shit?
I think they're the best games to make courses with, wall jumping and twirling add mechanical depth
I was trying to think of a way to make an actual crane game, but I figured the only way to get it to work would be a new type of claw that opens and closes depending on the ON/OFF state. It sounded like a neat new part, but then I realized it probably has no use outside of that. Could you think of a way to utilize claws that open and close in response to the ON/OFF block?
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.
I played the factory, it's a good stage, I liked how you used the on/off switch in the plataform on rail section
My courses:
- Ladeira a Baixo
Level Id: 3QH-TVG-S5G
Style: SMB3
Difficulty: Easy
Description: A very simple stage with nice aesthetics and usage of water, short and Sweet.
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- Toy Box
Level Id: MJD-MBX-3MF
Style: 3D World
Difficulty: Hard
Description: In this world, even the most carefree toy is deadly, so take care and enjoy the ride. This course have 3 parts, a car section and a boss, it's very challenge.
it was ok, I didn't like the bowser jr fight as it felt a bit cramped, although I was able to do it quickly in the end via slight cheese. You can skip the bullet bill section entirely btw by simply taking a shell with you from the previous room. Got the WR but will likely be beaten as I I wasn't trying to speedrun.
neat
this is fine but there was a section that you can just jump over without spin jump. you can definitely add onto this
not really feasible I don't think, but I'll see what I can do.
I got you bud
3LF-Y4B-DBG
My first level, be gentle.
thanks bro
It's pretty good.
It's simple but effective.
Cranes that don't let go of their cargo would still be pretty significant. There are definitely applications to the concept.
>build hard course
>realize I suck at the game
>can't beat my own course
>will never be able to upload it
Dirty Dogging
9CX-3QP-4YG
decently hard level themed around chomps
These are great.
if you can't beat your own course as the creator despite knowing exactly how it's supposed to be beaten, you dont deserve to upload it because your course is fucking trash.
Shilling this level again because no one has beaten it yet.
631-YH0-X0H
I beat it. The main thing I think is time limit. I came about 80 second left and I thought I was fast. I lesser player may not be fast enough if they take more time to figure things out or miss some jumps. I liked it.
>post 2 levels
>get 1 play on the crappier level
>0 plays on the one I worked the hardest on
Maybe instead of posting two levels like a retard, I'll actually highlight the one I want people to play.
Sky Fortress of the Mole People: SL6-J0C-XOH
Thanks! I guess that's something you don't really think about when you already know where to go and can fly through it.
wasn't sure where I needed to go when I ran out of time. Increase the timer.
Very enjoyable. I like the risks for the mushrooms, I got both. The boss battle was great too.
Noted, makes sense
Man, there's little more obnoxious than having to jump out of water to a platform two tiles up. But maybe that hook jump you need to do as big mario qualifies (run, crouch, jump, turn, and barely make it). You should at least add one tile of ground underwater, so you can make those jumps from a solid footing.
I kind of like what you did with the simon says instructions, but I feel the ghost house could have used some more ground blocks, instead of everything being one-tile-thick walls and floors.
Really cute, well done
>Tall order
Great level, simple challenge, wouldn't really change anything about it
>Dry Fall
My favorite of the 4, the Thwomp puzzle with the Seesaw was clever
>Dire foundation
Really really boring, also the coins making a X simbol on the Bowser Jr challenge are very misleading
>Snowdown
No real complaints here, pretty simple level
T-thank you!
That’s really useful feedback!
Can anyone confirm the servers are lagging? I can't even upload my course due to a connection error.
Really nice level user!
Occupied Rides
"Teach them there's not room for two."
7BG-2FL-SWF
2nd key coin was the hardest (significantly more-so than the others), 3rd key coin was a complete joke as you can run past the obstacle (I'm assuming this was intended as an exit route, but you dun goofed), final coin was also piss-easy to obtain. Powerups seemed slightly too generous, maybe add the mushroom to the leaf powerup to make them contextual.
Been crushing the 0 played levels. Reply and I'll play yours too.
anyone got any feedback for 1-4?
also if you've played the shmup bros stage I'd like to hear your thoughts on what I should incorporate into the sequel
If you die and respawn at the checkpoint, you lose the two key coins that are before it. Makes the checkpoint meaningless, bro.
There's a level in Story Mode that explores this concept. The crane only opens/closes when you're directly below the crane (same x axis, but below in y axis)
Really good atmosphere, but I can't like it yet. The first half really feels like it overstays its welcome and keeps going without turning into anything more than an enemy spam the likes of which you see in shitty courses. The hazards aren't well telegraphed either, the flamethrowers should always be at least hinted at by for instance lighting up the inactive one with the active one and while you can easily predict the locations of the spike pillars it's hard to tell whether it's idling or about to shoot out, which makes you waste time. You should also max out the timer, I bet there's going to be a lot of people wanting to cover every inch of the course in hopes of finding a secret and they won't be able to do that without timing out a few times.
Lastly, you should experiment with some sound effects because a bunch of them actually emit light. You could use them to further guide the player or design some fauna that reacts to movement.
How do you feel about GrandPooBear?
I'm finishing up my harry potter level and am currently building the scene where you get transported to the graveyard where Voldemort attacks you.
I want to display the death eaters as well, but I don't want the fight to be a dozen magikoopas teleporting around.
Is there a way to have magikoopas shown on screen and have them NOT teleport out of where they are?
Or does anyone have a better idea for what to use to represent death eaters?
Both, although I might use touch screen more if my right joycon didn't have the worst case of drifting stick I've ever seen.
maybe try putting them on tracks
>spoilers Harry Potter
>but neither Voldemort nor death eaters
pretty good. you incorporate the twisters really well and it's fun to play through
thank you! i think i know which one you're talking about and it's meant to simulate how the tripods fire at you from all directions in SF64
V1H-KX4-FGG
5W1-HY1-VHG
Any feedback is appreciated! reply with yours and Ill check them out
Coo, coo coo coo.
(Remember user, they are called courses, not levels.)
Hey I like that idea. Tracks stop them from teleporting around, I should've thought of that
Hey Yamamura.
How did you like my epic level? Get OWNED.
>never played the first game
>fell in love with it by watching people on youtube playing it
>they mostly play super expert/troll/puzzle levels
>get mario maker 2
>all my ideas are for hard levels with gimmicks, tricky jumps and puzzles rather than normal platforming
oh no
you cannot see the spike pillars well at all, I got killed by one the first time and it honestly felt unfair. Kind of a dull level to actually play through imoas it was a bit tedious with nothing interesting to really do.
Nice level but the chomp at end was pain without a power up.
Wait. what? I feel like I played a level online where the red coins were retained. Oh well.
I kind of shit the bed with the end cause of material limit but I'll fix it around so it's more balanced.
Thank for the feedback, fellas
>Icy beetle ride
Ride the beetles to the finish. Still has 0 plays.
WD4-TG2-QNF
Where is Mary O.
I just updated my first level I've made with a few little secret routes and things to find if you hunt around, still trying to keep in with that classic mario 3 feeling. I also tried to improve the flow of the level a bit more and up the difficulty slightly but also keep it fair enough for the player. Q1L-VD4-05G
>still trying to keep in with that classic mario 3 feeling
So you made sure to make the level about 10 seconds long and devoid of any actual platforming, right?
Thwomp Swamp:
P1D-YTF-QSF
Thank you user
Thanks, maybe I'll add some more caves and maybe some red coins instead of hiding just one key. I'll also fix that spike lighting and the vents.
500 coins in the bayou
DN6-DP8-XJF
A sprawling sandbox course riddle with secrets. There's roughly 600 coins in total but you don't have to collect all of them. Any feedback would be much appreciated
Shilling one last time before going to bed because no one hast beaten it yet.
Also, if it was one of you anons, thanks for the like.
631-YH0-X0H
Hit me with your difficult levels, Yea Forums.
To the people using the spreadsheet, do you check out the list on your phone? I noticed the sheets are pretty unwieldy on a small screen, so if you want me to, I could make an additional mobile layout.
MD2-YTB-8LF
ive been told this one can get pretty bullshit
Looks like you quit right before reaching the checkpoint. Thanks for the feedback anyway. What do you think was awkward about the beginning outside?
9KH-Y5N-CPG Treasures of the Deep
Water stage with an undersea castle, a sunken ship, and a boss.
I didn't really like it (I did not boo it, though), enemy positioning was frustrating and cramped and the lack of powerups until the very end is lame. It was honestly really boring to play through
Just noticed that Boom Boom acts completely differently in the NSMB style than the others, including his wing form. Do any other enemies do this?
Hopping Hammer Hollow
CJ8-BH8-MNG
Wanted to try doing something fun with the Super Hammer power up. It's really difficult balancing challenges that require a power up, but I think it turned out pretty well.
see
not the hardest level ive made but im rusty since mm1 so deal with it
Play some regular Mario games to get inspiration for standard levels.
>6MR-GVC-2NF - A Spooky Guidance
Underwater level in which you have to follow a boo circle
>CQ7-SYY-5KG - Dreadnought Exploration
Exploration based airship stage with 7 coins to collect
>17Q-23T-3MG - Mt. Mediocre
A somewhat traditional stage containing claws which will help you climb the mountain
It is also my first stage
Feedback would be appreciated
If you think that one is easy, you can try the other level I uploaded. Only about a 1.9% clear rate, and over 150 plays
Try this one
MJD-MBX-3MF
Only 2 passed lol
Well koopas get knocked out of their shell in SMW and 3DW. Dry Bones throw bones in SMW. Hammer bros throw hammers a lot faster in SMB and slower in NSMB. There's a few others I can't think of.
>another alliterative name
I take that as a compliment
Sorry about that. I was thinking players might take him out with a goombud. Thanks for checking i out.
Dry Fall was fun, and it's the first course I've seen where walking actually mattered. The thwomp seesaw tippin was great, too, calls for precision in a way that's fun. 29 seconds, baby.
Got the record on Snowdown too, but it wasn't fun for me. Just not enough there, and the chain chomp can totally fuck up your run if it decides to shoot right since it's random.
BVH-MRX-PFF
5/1900 clears last I checked.
>specifically set course to be multiplayer versus
>its only been played single player which is pointless for that level
Is there any sad music you can put into levels? I want to make one based on Hollow Knight's White Palace/Path of Pain, but I can't really get the ambiance right.
Where the fuck do you all post your levels other than here? I have like 200 attempts by 50 people on my most played level.
discount carl
>try to make a level around the cat powerup
>No spiketraps so you can hardly prevent mario from climbing the scrollstop walls
>All of the obstacles that'd work well for climbing a grate aren't available (Boo ring, firebar, burner
>can't put enemies on tracks for mario to dodge
>can't use one way doors or spikes so mario can just climb all of the bullet bill canons
Why can't they just add climbable grates to non-shit game modes, they were in mario world and new super mario bros
Try some of the night themes. Alternatively come up with a better idea because Path of Pain would make for a shitty Mario level.
Spike blocks are the equivalent of spike traps, they're just larger.
Good stuff, the pale king aproves
>Chill chomp cavern
You did stuff that I didn't even knew was possible with the icicles, well done
>The abandoned lab
Really good map design for the lab, the outside was a bit bland and boring
>Arabian Heights
Good use of the night gimmick, a lot of alternate paths and recompensation for taking the high risk, well done
Beautiful underwater scenery, almost feels like an aquarium, really liked this one
Tricky Detour: J4W Y6X BVF
A vertical autoscroll level which I'm quite proud of making it work
Nintendo seems to have half-assed the codding with 3D World and as such the game really didn't like what I was doing with background plateforms, as such I had to spend an autistic amount of time fixing stuff because placing one at a specific location would delete another one on the other side of the level for no apparent reason and when I was finally about to upload it the plateforms started clipping through each others when they didn't before because why the fuck not
I couldn't even entirely fix that last part but the level is up and running, I'm done with it and actually happy with how it plays out and that's all that matter
>6MR-GVC-2NF - A Spooky Guidance
played this, felt that the final section was borderline bullshit due to how tight it is and how hard it is to see what you're doing there with the mix of small obstacle, darkness, and autoscroll limiting the camera. Also, whilst the timer seemed generous enough, I don't recommend having a limited time on this level as it contrasts with the slow feeling of the level, hearing the 100 second warning at the beginning sets off speedrun instincts within me.
Reuploaded my first course with some tweaks. Feedback appreciated.
NJ0-5JH-48G
for the boo ring, use peepas.
Reddit of course.
>Indiana Toad: 1PT-B05-4JG
This level was pretty neat, but I'm bummed there wasn't a segment where a sideways Thwomp chased you for a strip. There should have been a clear condition to defeat Bowser Jr so you don't cheese through the boss like I did.
If you could pick one to be playable in a patch, who?
Thanks for your feedback. I'll adjust the timer as well as the final part in that case.
Okay. I've tweaked a few things and reuploaded it. Hopefully it should be good now.
Sky Fortress of the Mole People: X8V-KLY-DTG
>only 1 run
RQD-JT2-HXG
Can anyone give it a shot? First MM2 level
>you can hardly prevent mario from climbing the scrollstop walls
Why not use an inverted staircase of ground? Cat Mario can't climb ceilings.
Oil Rig Raid
QPG FPD MSG
SMB3 level set on a "oil rig"
Unclear Clear Pipes
F58 K5P B1G
Clear pipe maze
My first ever MM stage, please be gentle. A hidden 1up somewhere, and a shortcut for people trying to get the world record.
B7G-CMX-8MF
My level Going down the well (SV4-PLJ-KGF) was inspired by Downwell. It has plenty of well hidden secrets. Feel free to give feedback. I didn’t know how to end it properly
Really enjoying some of these levels.
Here’s mine, it’s a SMB3 style airship level.
PFS-BNJ-4MG
Rosalina.
Peach can float, so having her handle the same as the others would make her feel wrong.
Rosalina can have the same physics and no one would be bothered by it. Plus, she really fits in with the aesthetic of night levels, and Super Mario Galaxy music is in the game.
Daisy is too similar to Peach, but since superball is a thing, I suppose maybe Daisy can be in too.
Teehee Valley:
67F - X6F - X8G
Code doesn't work
Thanks for playing!
>Man, there's little more obnoxious than having to jump out of water to a platform two tiles up.
You mean when you accidentally fall down and have to get back up via invisible blocks? Yeah, sorry. Those were kinda lazily added real quick at the end so you can't softlock yourself but I didn't make it satisfying to play.
>But maybe that hook jump you need to do as big mario qualifies
What do you mean by this?
>play multiplayer versus
>extreme lag, game runs at after a while give up
>lose rank points
FUCK THIS
I like it. Claustrophobic, but in a good way
There's this one bit to the right in the overworld, where the hidden block anti-softlock bit requires you to make a jump two tiles to the right, up a fair bit, and then left again to land. Or maybe I missed a second hidden block there.
But doing that as small mario isn't that bad, it's just that doing it as big mario is kind of insane. You have to crouch-jump to make it, but the jump requires a lot of speed to begin with, so it's really quite hard.
Honestly that's a jump I might enjoy doing in a level more catered to it, but I don't think yours was that level.
Good work user
All that precise bomb throw timing at the top right of the level just to get a life and two coins? Yep, that's bullshit alright. I did beat your level though, found it a bit confusing on where to go at the beginning. I was sure top right was the way forward.
3D World theme sucks ass
Getting the game on Saturday probably. I have a question that doesn't deserve its own thread: Do you have to use the joycons to make a level together in coop? Are the joycons required for any part of the game? Mine are kinda busted, both of them drift and I never bothered to change them because I got two pro controllers.
>Play co-op
>extreme lag, game runs at don't give up because the jank match still lets me teleport back to teammates after funny deaths
>comfy fun trying to figure different challenges out and no stress
you can only coop edit with joycons, I personally only edit alone in docked mode with my pro controller
Someone try out my crusty speed run level.
Has swings and a few Koopa jumps. Trying to learn some mechanics
Feedback appreciated.
Currently going through and playing some of the levels in this tread. Having a lot of fun.
WNG-2PS-SRG
Peach, for god sake let us play as Peach already.
>Arabian Heights: KT7-07H-1LG
Another solid desert level. That part with the wind, vines and bullet bills was intense, I'd have put that last, after the snake block segment with the grinder, that's my only nitpick. That and I wish there was more back and forth platforming to throw you off since there's wind. 1:14.
How come there's such an arbitrary limitation? Is there any particular reason the game needs the joycons?
I don't know, the rest of the game is perfectly playable with a pro controller
because the programmers are retarded
What makes you go out of your way to BOO a stage?
It's more like White Palace than Path of Pain. SMBU works pretty well with it so far, since it has mid-air stalls and wall-jumps. Not gonna go too crazy with it.
3D World. Enemy spam. Maybe blind jumps.