Mario Maker thread.
Post your levels. Discuss the game. That second part is the most important. Don't just post your shit and fuck off. Don't be gay.
Mario Maker thread.
Post your levels. Discuss the game. That second part is the most important. Don't just post your shit and fuck off. Don't be gay.
>(NEW) Super Shmup Bros. 2
0DR-KYK-BGF
>Super Shmup Bros. 1
NWC-L96-RWF
If you prefer standard official-feeling mario:
>SMB1.5 1-4 Floaty Fortress
RVN-YBQ-2QG
Currently working on a desert course for 2-1 as part of the SMB1.5 series. Lurking this thread and will play anything that catches my eye.
Weird single jump trick level
69L-B0Y-8QF
Standard SMB castle
B97-BKT-C2G
Cape based SMW level
02V-MBJ-RHF
>Don't be gay
Seriously?
Guys I think I'm becoming a kaizoautist
The feeling of progression and learning what to do is so good
You do have Koopa Troopa Suit right Yea Forums?
Fartman's Birthday, Brap Level Post
NEW! - The Curse of King Toot'n'Brappin - Q9D-KVV-KFF
The Fart and the Furious - L76 8FF G0H
Brap Factory - SSR 1R8 WSF
Descending into Gas - RD9 C6V 82G
Pass Gas - WJB F91 3QF
Gas Tunnels of Delight - 5RK 6X7 YLF
thanks to everyone who has played my fart levels so far, I appreciate you all, should have my next one out by the weekend!
you have the rosalina dress right?
Kaizo is fun. It's hard to find levels from people who actually know how to create them though.
No, but if I see that fucking pipe hat one more time
yes, for all-time maker points but mainly because I got the game a day early
problem is it looks gay, I prefer putting the monty mole cover hat on instead.
I still use the pipe hat.
I haven't played barbie quest dress up since the first day because I'm not a fag.
Posting my levels here once again, last one is in the picture.
Bell Tree Hills [World 1-1] - (Easy difficulty)
- Travel through Bell Tree Hills and see what Super Mario 3D world has to offer
- ID: 04H-FB0-GLG
Skipsqueak Cave [World 1-2] (Easy-medium difficulty)
- Make your way through Skipsqueak Cave. Can you find the secret 10 coins?
- QK8-1BR-2KG
Piranha Creeper Grove [Hard difficulty]
- Bounce on the piranha creeper’s heads and parkour your way to the goal.
- ID: 974-23K-NHG
Skipsqueak Switch Playground [Hard difficulty]
- Test your platforming skills and parkour your way through the spike blocks and switches.
- ID: 4XQ-F59-4FG
Thwomp Desert Dugout (Medium/Hard difficulty)
- Thwomp cave level, solve puzzles and overcome the thwomps in your way.
- ID: JBD-VKS-1KG
Goombrat Jungle Bungle (Easy difficulty)
- Inspired by the Donkey Kong Country series
- ID: SSC-7Y4-TSG
Ant Trooper Sugar Pyramids
- Ant troopers, desert and sugar. What’s not to love. 3 secret big coins as well. Reminscent of classic Mario with a twist.
- ID: LP7-PYK-7XG
Fuck me, I accidentally made a thread a couple minutes after you, sorry OP.
delete it or the mods will delete both
I tried making a music level but i didn't turn out that good, so i added just a little bit of level in there so it's not super boring.
It's umm...it's the OP from Gakkou Gurashi...
SN7-VK5-HGF
This is STILL at one clear
No one knows what the fuck this level is
We got a mystery to solve Yea Forums
It's not allowing me to delete it. Last I checked we still can't delete threads anymore.
Can anyone play mine?
Mysterious Ice Cave
G1V-F4V-FFF
It's a shitty jap level.
Spooky Woods. Flooded forest level with ghosts, dry bones, fish bones, etc. Also has a second half with rising and falling poison
847-833-YMF
you've doomed us all
ok but how do you beat it
if you see the deaths, literally no one has died past the first jump
Maybe it will just quietly 404 and mods won't notice.
Shilling yesterday's level again while I play levels from this thread
The level was meant to be an introduction to drybones mechanics and using switch blocks to stay away from danger
It turned out a bit harder than intended so I think it might be fun for people who already know about these mechanics as well
>Stay safe
BWG-4VJ-Q8G
Me again...if you've already played my levels, thanks!
Prison Break with Big Koopa (story level)
J22-5G5-JKF
GBA Minigames (aestheticcccc)
9MX-54W-6VG
And two more regular, average Mario levels:
S57-DGW-LFF
HS1-95X-G9G
I'm gonna play some of these three Anons levels now , will leave comments xo
I'm sorry, I just wanted to post levels and play with you guys.
I do like what you did with it, but I don't think you really considered how unsatisfying it is to actually die at any point in the level. I did during act 3, and... I'm not sitting through the autoscroller again.
Maybe consider giving powerups?
Mario and the Beanstalk (1st ever level)
554-000-5TG
Falling Airship
3GM-7C6-17G
The clear-check time and the WR time being exactly the same, down to the milisecond, means that I doubt completing the level has anything to do with player input. Some kind of bug with parts that auto-completes the level with you after that much time has passed.
Fuck, I'm dropping the anchor and linking to my post Post them here
Tried out to make diffrent kind of stages,
One boss-rush level that uses the new icicles.
6HY XTD GBG
2 levels that requieres quick precise Platmorming
LDD QFK RNF
KHB XPV CPF
1 Gimick level that uses the new Gravety switching
R0C 7NT PQG
Would be happy if some anons played my levels.
it probably uses an offscreen blaster teleport glitch to launch mario into the flagpole when standing or jumping at the exact right location at the exact correct time
that would explain why the maker clear-check time and the world record are the exact same time down to the same hundredth of a second
I'm shilling my first two levels from the previous thread, I really dont if you guys give me boos but please check them out anyway. They started with me just fucking around then i started to put something together.
Head in the Clouds
N4Q PK5 PSF
Castle Hastle
F96 CTJ GNG
Master List: docs.google.com
>went from at least 10 courses submitted per day to 1
I'm sure the beanstalk level is now in the popular section, if that's the same one I played props to you dude, very imaginative
here, I'll play yours
You can see a preview of the entire stage. There are no other parts.
>VS Koopa the Quick
4JN-77S-GSG
>VS Koopa the Quicker
N4L-1DY-DGF
>VS Koopa the Slow
BPR-LG4-R1G
>Koopa The Quickest
QMH-J6S-SWF
>Koopa the Quick's Revenge
GWC-T5X-XQG
Revenge is a finale course and meant to be played last
Let me know what you think about my series
>The Ever Evolving Manor: J2X-2D4-JFG
The main gimmick of the level is that as you go back and forth throughout the course, it changes and gets more difficult.
>Logistical Nightmare (NEW)
2PC-HLP-1RF
>Disorientation Station
XBM-10P-BSG
>The Bounce House: Redux
2PF-GWB-W1G
>Toad And The Paint Factory
9MS-KTS-KNF
Did another level about claws, and it's the first one I've done that actually puts horizontal level design to (proper) use so I'd like to hear feedback about how it's all set up.
S57-DGW-LFF is very professionally made.
>Switch Claw Platform
4BR-86D-WGF
A level based around on/off switches and claws.
>Crazy Crain
S89-80N-0FG
A level based around claws.
>One Room Rush
88C-1H7-TDG
A short one screen speedrun level
>Ice Slide
HB4-DG1-53G
A level based around sliding down slopes and collecting coins.
Why does nobody here like platforming? You all make long shitty exploration levels.
Are you a bad enough dude to cross a war-torn battlefield, stealthily infiltrate the enemy base and take out the Spiny menace from the inside, all for the glory of the Buzzy Motherland?
Are you truly loyal to your cause? There's two endings!
It's not a long level and has a relatively high clear rate, I recommend playing once "normally" and then then again to find the real ending, unless you're high IQ enough to get the good end on your first go. No invisible block pixel hunt autism involved. Auf Wiedershen!
G9D-V72-72H
Feedback and comments appreciated! I played most of the levels of the people who commented on it previously, will get the rest tonight when I'm off work.
If you liked this level, check out my level that's thematically based on Stardust Crusaders! Defeat different Stand users on your journey to the desert to defeat the evil that made your friend fall ill!
5R5-6TS-W6G
Mine are mostly action platforming. Not very exploration based.
Here's probably the only level I'll make.
W2M-FM8-GPG
Mario gets a call about a broken furnace. Get down there and see what you can do about it.
There are two well hidden secrets inspired by the secrets you might find in old NES games. You will know you found it if you find something that will make the already somewhat simple level a bit easier. I don't think anyone will find them but I like to think someday some exploratory player might be rewarded.
which one are you?
Why do so many people spam with the exact same posts?
It's becoming very annoying.
Nice I really like the gimmick of revisiting areas and seeing something changed
The second pair of two locked doors (one top on below) bugged out for me, and I entered the top one, which dropped me in a death pit.
I was preparing a real rant of a post before I figured out it was a bug.
So, I'd say fixing that bug would be a good idea. But also, an easy solution would be leading those two 'impossible doors to an I AM ERROR room with three one-ups that then deposits you safely somewhere. Probably would have been a good idea to do anyway, just in case.
>playing Endless on each of the difficulties
>expected to see levels full of the multi-coins everywhere
>so far people have used them sparingly and appropriately
>haven't seen enemy spam
>no lakitu spam either
>no corridor-filled-with-starmen-and-8-Bowsers levels
>not a single DON'T MOVE level
Did Nintendo develop an algorithm to kill these or has the player base matured
I kind of wish there were two tier of likes
One for anything that's competent unlike the rest of the trash in the game, and another for really good levels
How many of you guys actually play the levels rather than shilling btw?
are they just hidden blocks in a random spot.
this
They're just hidden blocks. One is literally in his screenshot. "I don't think anyone will ever find them" is bullshit.
it's much simpler than you think
not gunna lie, that was more tedious than it was fun. Especially when I went through the water castle part only for the switch block after the pipe killing me as I did not know they'd automatically switch when I jumped on the spot. That was not made clear to the player at all.
Why is the death spot mode so limited, I wish you could see stuff like where players took damage and how many players collected big coins and 1-ups
why do you do this?
here's my platforming heavy levels senpai
Wintersport, a super short 10 second speedrun
G35-G4C-42G
90° burn, a longer more regular platforming stage
1FT-QKH-QSF
Take damage or die trying, a shorter stage with the goal of finding something to damage you so you can reach the goal
FWY-D0H-6VG
This level got a boo from me.
I hated playing it, did you enjoy playing it?
I don't seek out others courses or return plays to people who played mine as much as others, but whenever I'm between making courses or need to clear my head I take a look at the masterlist.
>Did Nintendo develop an algorithm to kill these
That's exactly what they did
Also my spanish shortstack tomboy gf still hasn't arrived, I'm afraid the package is stuck at the customs office
Stop replying to spam.
In fact spamming is a reportable offense.
Thank you. It took me a while to make sure it worked smoothly so I'm glad you like it.
Wow, sorry about that. I'll go ahead and do the latter. I got kinda lazy near the tail-end of developing the level.
# here, That Prison Break level was amazing, great job user
They're definitely being very rough with your parcel over there.
>it's a 'hit an On/Off Switch with your head as you jump between red/blue blocks' episode
Instant boo
this is the first time I'm in one of these threads since I don't own the game
sorry I'm not up to date with the THREAD CULTURE
Please play mine and give feedback. This is my first course and i have revised it twice.
The theme is a old snowy cavern pass that was abandoned
J8P-3R6-GGF
Here I've also got these
The fire rises. Ring lava level with a horizontal and vertical section.
C21-SSM-C7G
Carnival Night. Basic 3D World carnival stage
5MC-GH2-9SF
Sunny Skies. Flight based Super Mario World level.
MG9-JCT-D8G
Piranha Creeper Creek After Dark. Remake of Piranha Creeper Creek from 3D World
535-RRS-7TG
The Angry Sun's Lair. Rising lava level with Angry Sun.
3L3-06W-CGG
Stardust Castle
Vertical, rising lava level at night.
V7L-FGJ-KNF
Spooky woods was unironically what I wrote that post about but I didn't want to call you out.
please supply feedback
i worked real hard on all but one of them
I've made three pure platforming levels so far and that's the path I'm probably gonna continue to take (if I can ever come up with another level idea)
Hopopolis: 297-21D-7TF
Vine Time: NXL-T1S-JLG
Bounce! Bounce! It's Sky Course: 0X9-2HH-49G
We need more fucking tags
Every level is Standard and Themed or Speedrun and Short and Sweet
Why in God's name is there not a "Hard" tag or an "Exploration" tag or fucking anything else
>Flappy Mario Bros.
CDG-06K-G6G
>Flappy Mario Bros. 2
2TY-W0C-5QG
It's like Flappy Bird but with Mario. Both stages are fairly difficult, but I actually toned down their difficulty compared to the versions I made in Mario Maker 1.
Shmup Bros. 1 was fun. Floaty Fortress was awesome, really fun idea.
Personally I like the levels in Mario Maker that have some kind of gimmick, unique hook or story you'll never see in a traditional Mario game.
No, I don't care for your "introduce a mechanic in a safe environment then ramp it up" game design 101 level, I already know all the tools of Mario Maker inside and out and have played a shit ton of platformers already. Give me something novel and creative like something with a funny narrative, interesting idea or something non-linear with exploration because I don't see as many of those.
But keep the fucking auto "don't move" stages away from me, fuck.
Mario Maker Bookmark had more tags than this
My stage with a 10 minute world record is tagged short and sweet. And I think it's still the best tag for it.
Can you make incremental powerups in this?
I mean if Mario got a shroom already and hits a block with a powerup in it that he gets a flower but would only get a shroom from the same block if he were small Mario?
Yes. Click the mushroom when holding on a fire flower / feather
yes
drag a mushroom onto a power up
>make 500 second speedrun
>tag it short and sweet
Yes, drag a shroom onto a fire flower or whatever, or do a long press on the flower and select the mushroom modifier.
Spawn the power up you want, then drag a mushroom onto it, then drag that power up into the block you want to spawn the power up.
Happy birthday fartman. Stay gassy.
The Themed tag is shit too, in Japanese it's "Gimmick" which is a completely different meaning. The translators fucked up pretty bad on a lot of them.
thanks my dudes
Koopa the Quick is a nice thematical recreation of Bob-omb Battlefield, but its rather easy.
I made my first Mario 3 level today. It's my longest course by far. It's not hard, but not too easy either. I hope it's fun for you guys:
>Shroom Raider
0VX-22Y-V4G
fuck off retard
>Shmup Bros. 1 was fun.
is this implying 2 was not fun?
as if so I'd like to know so I can improve
>Want to play Mario Maker Endless Mode
>It's all challenge and puzzle levels.
I just want to play cozy standard stages that are fun to play and visually interesting. I'm not a fan of everyone trying to make these insane levels are weak challenge/puzzle levels.
nah, I just didn't play 2.
Thanks! I enjoyed your levels as well. Not sure who the middle person is but I'll post your stuff if you reply with it. Or I'll just look through people who players my recent levels. Cheers
Tried to make a good nojump level. My first and only level so far, plays are appreciated but I really need feedback and criticism.
Sticky Feet
J68-C0P-V1H
I tried to take the "no jump" rule as far as I could, had to rework the entire level a few times when I found out certain mechanics don't work with the nojump. There's an optional hard path where you stay off the ground for the entire level, please let me know what you think about both paths. I'll try to read everything, and I'll play levels of whoever plays mine. Thanks mates.
I like making theme levels based around simple mechanics. I went with a power plant gimmick but still tried to make a course with decent difficulty: DS0-8KS-C2H
>complete a level with 11 and a half minutes
>New World Record!
>Stay Frosty
X0N-XB2-NCG
>Mario Crawls Inside Dead Turtles
G54-KGR-Y1H
>Basically The Plot Of Space Jam
BTM-7G6-12G
How would you guys feel about a level that focuses mainly on slope usage? Not as a slide level, but as tools for controlling momentum and interacting with other hazards.
>spend literally fucking hours trying to complete my level from the start so I can upload it
>finally get it and from midway pt
>a software update is required
if I have to do this again I am going to shoot Shiggy right in the face
i finally played my first japanese level that wasnt absolute dog shit, only for the next one to be dog shit
Then play easy retard.
it's quite alright
what's with that red pipe at the end? It looks like a secret or dev exit but it doesn't seem to go anywhere
i like the ice slide level
Don't worry, if your level is shit nobody will grind out hours to complete it.
People only do that to levels they like.
>Flappy Mario Bros.
couldn't beat this and now my thumb hurts like hell
why do jap levels suck ass. It seems like they try too hard to make their levels difficult at every point to the point of no fun.
6MM-V5C-Y0G
Still looking for someone to finish this. I updated it to be easier, but the gimmick itself is pretty challenging to get the hang of so consider it an expert course I suppose.
Bounce shells around as doubly shelled up Mario over lava.
I can have fun playing difficult levels at any point.
It's just something about dirty japs that hate fun.
Shmup 2 was really fun, good job with the "bosses" if you can call it that. I would've had a blast if I got either of the Shmups in versus mode.
there is fun difficulty and then there is bullshit difficulty. If i waste 10 lives on one fucking jump im skipping after i throw down a boo
Were you dying early or late? There's a hidden star at the start, but it requires fast mashing and precise movements to grab.
I always died around the part with the all the stars surrounded by spikes.
I put hidden blocks on the wall near the first locked door. It leads to the red pipe on top.
They have no sense of aesthetics or variance
American kaizo levels are fun because they're littered with all sorts of cool obstacles, and they're usually SMW theme which has the best mechanics and is the prettiest
Japanese kaizo levels are just fucking spikes and they use the NSMB theme which looks like shit
thanks user, it was actually quite difficult to make I've never actually played them in multiplayer myself
That anchor fell deep lol.
Got a new course. Trying to hone in on a reasonable difficulty. My goal is to find the sweet point of 30%. Course skippers in endless make that rough.
Skyhigh Scales: 4QC-9KK-BPG
Also reposting my Metroid level cause I'm kind of proud of it lol
Super Metroid Bros.: QY2-9MB-W6G
Gonna keep this thread up so I can cruise through level codes here in a bit. Happy Making/Playing my dudes.
Ah, yeah, no trick to that. Just takes a lot of practice. Sorry your thumb hurts, user! Thanks for playing.
Treasure of the sierra madre
Q39-3PC-Q1G
The spring throw is kind of finicky, I apologize. Please rate, its my first attempt
Well just the fact that the level is actually designed for 4 players means it's a better versus level than most anyways.
Sorry, wanted to post a bigger version.
NEW STAGE!!!
2-3: Pipe Mill Plaza 4VM-N1M-83G
Semi water stage built around water traversal and different colored pipes.
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, and (eventually) utilizing all 5 game styles. 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.
You can either start here:
1-1: Start of a New Journey V61-WT5-DPG
Or if you've been keeping up:
World 2
2-1: DoubleJump Dunes 5HF-BVH-2JF
2-2: Cloud Town GT6-3MG-SYG
2-3: Pipe Mill Plaza 4VM-N1M-83G
Give em a go, I'm usually pretty good about leaving feedback here and on the game itself. Reply to this with some stages you want played and I'll prioritize those, otherwise I pick through the thread at random. If you complete the entire first world reply to this with what you thought or anything you find that's busted and I'll play all your levels, and if I find one I really like I'll make a webm of part of it to showcase it.
Currently at work for the next few hours but I have the thread open in my phone browser so I can stockpile some codes to play a buncha stages when I get home.
Recommended
His new Shmup stage is pretty baller, if you like that kind of thing look no further.
His levels toe the line between being trolly and actually pretty good. Happy Birthday btw, I hope you get some new nose plugs.
His beanstalk stage makes clever use of pipes to simulate growing vines. Damn good stage too.
His hopopolis stage is pretty tough but immensely satisfying to complete.
If I wasn’t at work I’d be playing levels right now, played for close to 6 hours last night of nothing but thread stages.
Not yet but I will
Metroid Bros. is super fun, good job user.
I hate playing on easy because the majority of the stages are like 5 seconds with no challenge or anything.
gave it another try and beat it; first clear.
>SMB1.5 1-4 Floaty Fortress
I really liked how you used sideways thwomps, plus it wasn't to terribly tough. A real nice level overall.
>Brap Factory - SSR 1R8 WSF
An interesting aesthetic choice to say the least... though I did like the the on/off switch section.
>Skipsqueak Switch Playground
I liked the use of thwomps and wall jumping. The last wall jump section before the flagpole was a little too tight for my tastes, but it gave a nice challenge.
>Stay safe
Way more challenging that I was anticipating, but damn was that a really cool level. Good job man, it felt like one of the official levels.
>LDD QFK RNF that was a cool level with a neat gimmick. one of the few autoscroll levels that I didn't hate
>4JN-77S-GSG Loved how it was a pseudo-recreation of Bomb-omb Battlefield. I'll definitely have to go back and play the others.
>Disorientation Station
>nice level, loved the part with the icicle/crane stairs near the end plus I love the name
>>One Room Rush
A nice challenge, felt so good to finally get past those thwomps
Holy shit that was amazing, the theming was so good. I'm definitely going back to get the other ending.
Anyway, time to shill my level:
Spaceport 2034
"Collect keys and sneak your way through this futuristic space station."
An themed exploration/puzzle level.
236-Y26-4LG
Very nice course, but one minor nitpick is the first thwomp is often not scrolled on screen and becomes a surprise thwomp.
Man this is a good level. But even the 'easy' path feels really hard.
Would recommend other anons give this a try.
The difficult levels I've been making recently are tanking my maker score, so I made something easier this time. It's still somewhat difficult, but failure doesn't result in death so the clear rate is very high right now.
Swinging in the Sky: V9K-QM2-MFF
Also, Tower of Torture is still unbeaten if anyone wants to give it a shot. Once again, failure doesn't result in death--instead, you'll fall and lose some progress.
Tower of Torture: LPW-M1B-1LG
>trying to be cute with my thumbnail
>ends up looking like shit
Anyone else?
Too much of an asshole level for my tastes and some softlock potential in the first screen. There seem to already be some nice out of the box ideas though, you just gotta tweak it some.
>save stage with custom thumbnail
>shows up in Coursebot correctly
>clear-check and upload
>thumbnail is the starting platform
I DON'T UNDERSTAND
>softlock potential
where? the hardest parts come after the checkpoint
Hey man, thanks for your kind words about my Wizard Tower level, made my day, made a quick'n'shitty photoshop for it.
Downloaded your courses to play at work, looking forward to them.
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"!
Defeat the Fleet
8D1-MTQ-HJG
Give those bombers a taste of their own medicine!
Working on a level to represent the destruction of K-2L. Hope it pans out well . . .
If you kill the wizard Koopa, there's no way to get into that pipe. It was my first instinct when I saw him. On the second run, he just sorta despawned for some reason. Not really your fault though.
6R1 V2W 7TF
It's not half bad but it's a pretty unforgiving level very early on.
I've came up with a course based around the BigMushroom effects.
X86-RQP-FKG
When you select Upload it saves the stage for the final time. Where you were looking when you selected it is the final thumbnail.
make the doors closer to the ground in your metroid level its a pain in the ass to duck jump at all of them.
Latest stage
>Shadow of the Koopa
6HF-X1G-SMG
I tried to make it a pretty easy stage, but I kind of fucked up and didn't realize you couldn't put a checkpoint flag in a clear condition map, so I tried to compensate with mushrooms. enjoy!
Previous stages
>Monty's Megakoopa Manufactory
0QB-VBT-8NG
>Slippeak Mountain
955-5V8-MRG
>spoilering helpful tips
I would be super cool with you never posting in these threads ever again
Here
Gonna play some other folks levels.
Good level, really good asthetics and I particularly liked the giant koopa shell challenge on the moving platform. I found the goomba shoe but I couldn't find the second one, very well hidden.
Good stage man, some bullshit in the second half but I like it in general. You clearly put a ton of time into this stage and I really like all the little side paths and mini challenges for coins.
Nice level man, short and sweet. I really liked all the wierd shit you did with switches like sticking yourself in the block for sefety. Last section was a bit tedious waiting for the drybones to cross all the way across the top though. Good work overrall though!
GRF FST SWF
I actually posted the wrong one
I liked it, pretty respectable level design.
yah, you have to run back towards the pit, then come back and he'll come back
the coins are placed so you hopefully arc over him, see the blocks, then know not to kill him
WHERE'S THE BATHROOM!?!? VP7-J8B-GDG
Plok: Cotton Island: B59-H41-JJF
damn the part with the thwomp and the on/off blocks is breaking my balls
the section before the checkpoint was already pretty hard but this one might make me quit
I made two stages and I'm already burnt out. I wish there was more variety in enemies and objects.
Thanks! What parts in particular gave you trouble? And were you able to clear the hard path? Link me to your levels if you want, I'll give them a look.
Just finished a test state for a timer challenge!
>Timer attack
SQ4-43K-93G
Running fast won't solve everything, each room can be repeated until being solved, just do it before the time runs out!
Also shilling old levels
>Spin to Win
D0V-9JJ-CDF
It's a spin jump test, easy to skip areas for the daring. 3.27% completion for some reason, it's not that hard
>Spin 2 Win
NX6-5L8-B0H
It's a revisited version of the past level without the skips and no cape power up. It's all spins baby! 1.49% completion, ridiculous, it's not that hard
Please let me know what you think, I want to make a level that implements the timer for a boss fight but I think the shells tend to dissapear in long screen transitions
Does anyone have any ideas for a stage theme? I’m not creative
Dude.. that was great. Going to follow
you. Well done! First level I enjoyed the Mario galaxy music being in haha. Play my shit if you want ().
shitting ass
Whirlpool
Underwater stage that uses twisters
thanks for playing mountain pass. its intended to be difficult. i put mushrooms in place as a bit of forgiveness little bit after the start. The trick to the first two springs is to just keep going and not jump higher after landing on them.
>50 coin that triggers popper sfx
yep, that's going in my Boo compilation
Yeah i wanted them to be simple levels. When i make hard levels, people tend to say im not fair about it so i went ezpz. All of them are made to where if you slip up or slow down, koopa will beat you.
Im shocked that one of them has like 3/50 clears/deaths
pooping butt
make an anti-kaizo
a stage that looks crazy hard but all the problems actually solve themselves as you get near them
GC9-NCT-VVG
new underwater level, 0 play
21M-XV8-13G
pirate themed level
I did manage to finish the level (easy route only).
Mostly I found the two-falling-platforms-then-a-donut-platform section at the top of the overworld to feel precise in a not-so-fun way (I kept going too slow and losing or just losing from a half-second of airtime). That could have been improved, I think.
Also the third green-pipe section felt unclear to me. Thankfully it wasn't like it was easy to fail the condition in accidentally, and by that point I had enough powerups I could take a few hits, but I had no idea what I was supposed to do before dicking around there for a while. I know you added an arrow to show where to throw the P-switch, but at one point I did just run straight beneath that while holding one so... maybe I'm just stupid and that's not a problem.
Apart from that, though... really good level. Great design, really enjoy how much of it gets used in multiple ways throughout the course. Huge fan of the second shellmet having a conversion into a 1-up + mushroom if you didn't lose your first one.
Going to start on trying the hard path now.
hey thanks, whats your maker name
Thanks user. Please let me know what you think of the rest of them when you get the chance. I think youll like the revenge level a lot
>everyone makes long explorable levels with tons of detail
>I just make basic bitch platforming stages
I can't keep up with the cool kids.
Bowser's Super Secret Invention
GFD-KHN-HFF
You infiltrate Bowser's secret underground lair and discover what weapon he's been building to take over the Mushroom Kingdom.
HarryM
X64-574-92G
>A Weird Mushroom (Easy/Normal)
JQJ-TKV-GTF
>The Slaughterhouse (Normal/Hard)
4J6-83D-DSF
>Kamek's Haunted House (Normal)
V5T-370-61H
>Mario's Machine of regrets (Easy)
X40-RH3-BSG
>King Boom Boom's Tower (Hard)
23X-VM2-SRF
Saw you played my sticky feet level and I'm trying on tower of torture right now. Timed out at the back and forth spring section with the bouncers, gonna give it another shot. Super dickhole level so far, I love it.
Your levels are amazing dude. I like how the levels look good aesthetically without being overbearing and noisy.
One thing however, the Boom-Boom bossfight feels a little bit too difficult compared to the rest of the world. There isn't a lot of room to maneuver on top of his head. I feel like I defeated him by complete accident when he decided to fly down the pit.
Anyways, here's my most recent level:
I feel like helping some anons out so please reply to this post with your level if it has less than 20 plays. Just don't take it personally if I don't leave a like. If it wasn't for me, it wasn't for me.
I will do my best to clear your level, but I am a casual, so that means no Kaizo/tech shit please.
New Level, new plays and new comments.
I don't have my switch right now, but does anyone knows if throwing goombas can trigger switches?
It is indeed tricky. The idea is to position Mario just to the right of the second on-off wall and bounce the shell against the wall repeatedly until the thwomp switches, then get it up on the ledge. Thank you for trying it out in any case.
yes
Just use a fucking koopa you hipster faggot
>hur durr m-muh THEME!!!
I even managed that twice but then the next section fucked me even harder, I might try it some more tomorrow but for today I'll stop and drop you a like
Could you try mine?
X86-RQP-FKG
no, not in mario maker
8DR-B72-WRF
Unlike my last level I actually tried to make this one fun. It's mostly about walljumping on thwomps.
>beat the level without taking damage
>has no powerups
>defeat (enemy)
>enemy has a key needed to beat the level
Also, what's with the story only clear conditions (avoid claw, carry stone, toad escort, don't leave the water, etc.
>hating fun
Hopefully they will be patched in later. I had some ideas with the toad escort and stone conditions.
Next I'll do the frog.
2Y7-15T-FKG
Loved this one
B9K-BD9-WHF
Galloombas are traficking some bobombs and mario is trying to pass through. Nothing insane, yet i think it’s challenging enough. You tell me
Only one i made so far, any feedback helps
>Mario and the Beanstalk
damn, nicely done for a first level
MAYHEM AT MUSHROOM MINING INC.
Q56-TKK-NJF
PUZZLE / THEMED
________________________________
>Disaster!
>Mario receives a panicked call for help from the Mushroom Kingdom Mining Corporation, a cave-in has blocked the entrance to the mine. No-one is sure how many Toads are trapped inside, or how the cave-in happened. The workers on the surface don't seem to want to talk much about their work. Just what do they mine here anyway, and could it be linked to the Mushroom Kingdom's other Government-owned corporation, Regal Fungal Protein Products?
_____________________________
This is a reupload of a course I finished yesterday. I've fine-tuned the puzzle aspects at the beginning, removed several soft-locks. If you can clear the surface-level, the subterranean section is fairly straight-forward by comparison. Features a mini-boss PUZZLE FIGHT of sorts, and a boss-fight at the bottom of the mine too.
Can you solve the mystery of the mine and find out what they're really digging up down there?
I really need some feedback on this level. I've had a blast designing it, I've spent more than 8 hours fine-tuning the puzzle-mechanics, and I plan to expand on them in future levels, so any feedback on parts you enjoyed and parts you hated will be gratefully appreciated.
Anyone who gives it a try, (You) this post with your fondest level you've designed and I'll try it out.
I'm hanging around for a while whilst I work on a new castle-themed level, (You) this post with a level you want played
>48N-7GD-VQF
this might make it onto Popular with a few more likes
I'll turn on my Switch in a moment and check your levels from my notifications
Sticky Feet was great. I like the way you introduced your ideas, such as how you delivered the pow block on a flying muncher to hint that you needed to put it on the muncher outside. Then there's attention to detail like the skulls marking the lava bubbles' positions in the cave segment and so on. It was a very good level.
As for Tower of Torture, the level is true to its name. Just wait until you get to the last part, after the checkpoint. You'll need to use small, walking jumps with near-perfect timing.
Thanks, great feedback, I agree on all of it. Last section took me like five hours to iron out properly so I guess I was just too attached to it to remove it. Let me know when you finish the hard path and what you think.
Air Race - speedrun using the cape
G1S-6KV-F6G
Mario visits to Silent Hill - investigation and jumpscares
0N1-SHP-4QG
Castillo 1 - puzzles and some bullshit
0X7-FK5-NDF
When you're playing versus don't be afraid to boo a level because it's shit for versus.
You don't actually give the level likes or boos, you're rating how viable it is for multiplayer.
やあみんな私はレベルを作った
I cleared your level, praise me. I agree on that last section, just had to get the timing down though and be consistent. I absolutely love how all of the challenges are set up so they look fucking impossible at the beginning but you just need the right timing. Maybe get rid of the sepia grain filter on future stages though, it was super fucking distracting and made me lose focus more than once. Thanks again for doing my stage, did you do the hard path? And is there anything you didn't like about it?
Then allow me to shill my level, maybe you will enjoy it:
B9K-BD9-WHF
Hopopolis was a ton of fun. After beating it, I went through a few more times until I got the world record. Most of my deaths were at the part with the whirlwind, because I kept fucking up the timing.
Found this critically underrated Wind Waker level the other day.
Thought you guys might like it.
P1Q-427-HJF
>play online versus
>part of the level requires you to jump off of a spring
>steal spring, jump off of someone else's head instead
>no one else even gets to play the rest of the level because no one else wants to get bounced on
That was pretty fun. Left you a very beautiful Mario drawing comment. See you on trending.
>level has a boss so your encouraged not to contribute to actually defeating it except for the last hit
>key will most likely be stolen from you
why non-multiplayer levels even show up in multiplayer versus is beyond me. It's not like there is a shortage. I have 2 mp versus levels that after looking in the stats have been played 90% in singleplayer with the other one never even having a single multiplayer match
Is that what the red pipe was? I'll go back and try it out. The only real problem I had with Sticky Feet was its length, since levels with clear conditions can't have checkpoints. The latter half of the level with the koopas and piranha plants wasn't particularly exciting, so you could have left it out. If someone fails 3 or 4 minutes into a level, they're not going to want to do it again.
Any and all feedback is appreciated, don’t hold back if there’s something wrong with a level.
NEW
Ancient Whirlpool Temple
SJK-24J-SMG
>This isn’t a lengthy level since water levels in Mario tend to drag if they go on for too long. It’s all about using the whirlpools to dodge enemies in some cases, and avoiding them to avoid getting pushed into enemies or spikes in others.
Wigglerbush Garden Trek
BK5-0FJ-LFF
>This is a much more simple and casual stage than the past few stages I’ve created, and is the 1-2 of the campaign I’m cobbling together. I tried to use the NSMBU ground theme in a way that somewhat detracts from the generic feel of this theme in particular, so I went for a garden theme instead of a regular ground stage.
Bowser’s Sky Thwomp Fortress!
BC2-G4S-TBG
>This is my longest level so far, and I definitely think I went a little bit overboard. I tried to make it feel like you were exploring a smaller scale version of the castle on the outside portion, with inside portions that were much bigger, making it almost feel like a world map. I tried my best but I’d love some criticisms for this one.
OLDER LEVELS
>Desert Chomplex
F18-4VF-54G
>Overgrown Mushroom Cloudtops
9YP-PFS-6QF
>Dry Fish Sewers
FWH-10N-8WG
>Bounce and Swing Jungle
STM-RKD-M9G
>Dreamy Sandship Dunes
7N5-Y6V-1TG
>play online versus
>section with snake block comes up
>butt stomp other player off it
>finish level 1st place
Why is it so much fun to be a dick in this game?
God work with the PLOK stage.
(brand new!)
>SMB1.5: 2-1 Spiny Sands
4QP-GY9-5CG
Desert themed course featuring spinies, spiketops, andmoving bullet bill blasters. Easy/medium difficulty and fairly short. Contains 3 optional big coins to collect (a 10, 30, and 50 - 50 being the hardest to obtain), as well as 2 1-ups. My other courses are the first reply to the thread.
Feedback/criticisms are appreciated!
you flatter me with your fine art
i loved your koopa rescue level too, those comments were cute
Fun level overall and the puzzle boss was damn cool
The last boss fight was a bit underwhelming compared to the puzzleboss before it tho
Still a big solid like for me
My fondest level was probably this one 9FK-WPT-TSG
I made it on the second day of the game being out and until today every other level I work on just feels inferior
I don't make any levels myself so thanks creators for the infinite mario heh.
Both great levels. Followed.
Loved all of these except "Thwomp Desert Dugout" Conveyor belt trick jump shit is frustrating but not in a good way to me. Rest are great though! Followed as well!
>post level on any forum outside of Yea Forums
>clear rate drops dramatically
at least you shitposting fucks are somewhat good at video games
Fact: There is no enemy in the game more fun to bully than the Galoomba
Is this bait?
>switch online app exist
>for some reason it doesnt act as the mario maker 2 bookmark
yes, yes
HOWEVER
Nobody uses this app.
>cant carry mario 3 blocks
>cant melt ice blocks
>no coin snakes
>no mario 2 mode
cant rotate enemies so you can attach them to walls/specific spots unless theyre coming out of pipes
>killing bosses with stars eliminates the key
absolutely baffling decisions
literally untrue thanks to how Skipsqueaks will be visibly sad if they are moved and can't return to their original position
Someone please play this, I need feedback
Is there a way to get to work coop and comp in this game? Only 1/3 of the matches works smoothly
Bowser’s Sky Thwomp Fortress was really fun dude. It wasn't that long, and I loved the feeling of slowly scaling the castle and getting closer to Bowser. I didn't really appreciate the p-switch room though, it was all too easy to trigger them if you got too close to a thwomp.
Fellas this game is really fun holy shit I've spent so much time with it and I suck at Mario.
>Up and Down
2R8-584-5QF
This was my first attempt and I think it's ok. Make sure to clear the S in time
>Jungle Garbagio
04P-LFY-4CG
Spent a lot of time on this one today. Really hope that it's good
I really wish touching a thwomp without getting hit was possible in more styles than just 3D World. It's such a simple change that doesn't really undermine the danger of the enemy yet opens up so much more possiblity.
Toad's Discount Ski Resort
9R2-K95-1CG
Skeeball!
L9Y-C78-51G
Super Skull Highway
SNT-907-CSG
Trying to be decently varied in my levels. Hit me with your thoughts Mario Maker bros
Thanks for the criticism, I agree. I may reupload with some tweaks/removal of that section. What did you think about the very end, with the thwomp chase, was that clear enough on what to do?
And yeah, red pipe is hard mode. Be aware it's ballbusting hard. The last section requires airgrabbing shells while gliding with the cape so keep that in mind. Let me know what you think if you beat it.
I'm trying your level right now, give mine a try if you can, let me know what you think and what doesn't work.
smooth thwomp should definitely be a style choice for at least some modes
The part about attaching enemies the way you want is what annoys me the most
>Want to make a platform surrounded of enemies that can be spin jumped on
>Can't make all of them walk on the same direction so instead of going around in a predictable pattern to make the spin jump more skill intensive they spasm and there's a chance to fall on the naked block, killing momentum
>I need feedback
>whoa dude let me fill the level with super precise kaizo tier platforming that requires you to die over and over to learn the level like a braindead 12 year old instead of carefully crafting a level fairly around the idea
What do you mean 'I need feedback'? You know full well this is garbage.
honestly this is terrible, it's extremely unclear what you want the player to do, the arrows are not helpful at all, coin trails would've been far better for the opening. Also, fuck you for the parachute thwomp near the beginning, there is no way the player would know to expect that.
Watch the maker tutorials and learn proper level design, especially the 'treat the player fairly' parts.
thank you very much, I'm glad you liked Spooky Woods. I'll play your stages when I get home from work. What's your username?
Also, did you get the star in the second half? I realized that the boos in second half were sort of bullshit, so I wanted to give players the option to skip that. You are right, it took me two days to finish it.
WHERE THE FUCK IS THE WARIO LAND THEME
Please try my level. It's hard but not expert level hard. It uses some advanced techniques like throwing a shell at a music note to push you downwards.
Here is a video completing a course.
twitter.com
Yea Forums hates hard levels so people are gonna hate yours
that being said the first obstacle is way too hard imo, should serve as an introduction to the mechanic so ideally you should have put the switches like two blocks to the left so the player has some space underneath them and the timing is less tight
also if you bonk on the thwomp at the beggining he starts without you and it's really annoying
>instead of going around in a predictable pattern
literally nothing in mm2 is random
I like the concept, but the timing is really precise and took a lot of trial and error to get right. Also, couldn't you have thought of a better name? I speedrun'd it anyways. Was fun.
>20 second speedrun
No, make a real level.
Is this level too long? The only clear is over 11 min, although it took 2'45" for the upload clear. The level is based around bombs and springs.
XXN K8B NFF
Please take a look at my levels. The first two are very atmospheric and I cared for lots of details.
S8K XV3 MYG
Based on stephen kings IT. It takes place in the last chapter of the novel where you confront pennywise in the sewers. It has some platforming and an abstract kind of boss.
TH4 VC9 3JF
This one is a comfy snow level based on the Banjo Kazooie world Freezeezy Peak. The jiggies are big coins and you have to find all ten to finish the level.
KHD CND VXF
This level is manly vertical and you get chased by rising lava. It contains fast platforming, some puzzle segments and a bone boat ride.
Just finished it, really great level man, really enjoyed the first section where you wrapped around the bombs and used them in a bunch of ways, that was extremely cool. Loved both bosses too. There is a quasi softlock at the beginning though, where the second p-switch comes out, if the conveyor is moving towards the p-switch, and you duck as big mario, you'll get stuck in that one tile high space with the conveyor pushing you back. It's possible to get out by mashing jump but you have to REALLY mash. Dunno if you even plan to reupload again but I would just make a one-way there or something if you do.
I just finished making a really amazing level:
Doors of Time
G77-N9J-VRF
Use magical doors to turn back time.
Also try my short gimmick level:
Desert God's Ritual
VFF-HHK-RRF
Sacrifice your life to the desert god.
yes it is retard. it is seeded by inputs instead of time like mm1.
Username is Weeber. I should also show up if you look up your course info under the users who beat/starred your course. Never found the star, my main issue was with the rising poison, if you dashed from the checkpoint at full speed, you get trapped by the poison at the high point, and the cloud dissapears before you can pass. The section at the end where you're riding up the poison in the shell can also get annoying because of the lakitu chucking boos being semi-random, but it's not so bad once you find the lakitu cloud coming out of the pipe.
i played your IT level awhile back, the theming is amazing, the pacing/difficulty seemed a bit all over the place and it was definitely memorable
Why Yea Forums hates hard levels?
>Don't just post your shit and fuck off.
Hey I've only done that twice because I keep stalling on finishing my levels and I don't want to get distracted playing a bunch of levels right now.
They don't. I get alot of plays and likes on my hard levels.
Late night after work shill
Most recent stage:
>The Fated Four - NNB-FL5-YGG - 6/10
Hub room based level with four bosses. The Fated Four, the Four Horsemen of the Mariopocalypse, The Four Kings, whatever. Kill them in any order you like and pick up refreshment powerups in the hub.
Older stages:
>Thwomp's Journey in the Rain - 82Q-J7P-S7G - 3/10
A lonely Thwomp is making his way through the rainy night. Use your Dry Bones shell and its move set to ride on top of him and make it to the end!
>Krazy Kart - JQN-H1M-HDF - 2/10
A Kart stage that's easy enough to be enjoyed by anyone, but has some fun obstacles and lots of places to shave off time if you want to go for WR!
>Desert Run - TT3-TDK-DPG - 8/10
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 more challenging in each section.
>Airship Assault - YWK-8JY-TBG - 6/10
Fast course where you enter a fleet of airships and use their own cannonball salvos to traverse the skies and make it to the next airship. Good timing required.
Now I'll go and play some stages made by you guys
I don't hate hard levels as long as they have aesthetics on point and are satisfying to play. I hate artificial difficulty though.
In the trash, user.
You'll get SMB 2 as your DLC and you'll like it.
I only hate them when they're poorly designed and do multiple of the following:
>no shroom/powerup at all
>long without any checkpoint
>leaps of faith
>enemies above/below that you cannot see
>some very specific precise shit required from the get-go
>enemy or death immediately on spawn
>no calm sections whatsoever
>pick-a-pipe bullshit
>softlocks, especially if done intentionally
>any "troll" elements
some of these are fine in certain circumstances, but if your level does many or all of these things it's absolutely garbage and you should rethink your level design.
I will play the first 5 courses that are tagged to this post and provide feedback. Be warned though I am really bad and might decrease the clear rate
Gave up t b h
Sorry, I gave up on red pipe mode after only a few tries. The cheepcheep spam after the first pipe was a bit much and I wanted to try out some other levels. I suppose I could have gone forward on the normal route until I got the shellmet, though. One thing I forgot to mention about the thwomp chase was that it looked like the blue platform wouldn't be long enough to keep you from falling off, so the first time I got to that part I slowed down and took damage. I realized after that that I needed to run full speed.
Video for posterity.
a few people liked it but haven't actually given feedback or critique, I just want to know if its paced okay and feels appropriate difficulty-wise as an early world 2 course
>kachigga my nigga
Q50-SSQ-K1H
Cave Craze
A mine exploring level with several paths. It has plenty of well hidden secrets.
The game is overall good but I think the 3D World theme could be better executed and I’d like more enemy variety.
You're going to love my one screen puzzle then.
Here's a video of that.
twitter.com
Is it possible to make an airship level not bob up and down? I want to make an amusement park themed level using the 3D World airship theme but I don't want it to bob.
Doors of Time needs a first clear.
Play my easy kart level, I tried to make it both easy yet fun enough to try and get about a ~60 second time on it
JQN-H1M-HDF
Sadly no.
please ask it nicely
I'll play it and give feedback. Please try mine, they are both very short:
post code
Not really.
I took my time on my first run and it only took me 3 minutes.
Please play the first one of
Man, that sucks... I guess I can just deal with it...
This.
We hate shitty levels. There's a difference.
ok heres my most popular one but all my levels have >5% clear rate
>The Abandoned Lab
5PX-QHX-RJF
There was a lot of cool shit in this level and I really liked the "boss". Parts of it were SUPER unclear, but I guess that's what you were going for. Great atmosphere and definitely a very distinct feeling level.
err I meant
It was fun, fairly easy. You had some good ideas but the course isn't mind blowing. I think you could add a bit more challenge, at least one part that forces players to think.
All in all, it was good, just not great.
Definitely not too difficult. Can't think of any criticisms beyond the massive row of ?-blocks looking a bit of without any bricks, and that a spiny dropping its cannon being a bit of an eyesore.
Besides those two small things the visuals are great.
Has anyone gone through the painstaking task of remaking a stage you made in the first game? Is it as much of a pain in the ass as I expect it to be?
Half of the "hard" levels I've played from this thread have had you climb to the top of the level and do off screen jumps. And some have you dodge enemies and podoboos completely blind off screen.
Most people here just make garbage. They have the "you will never beat this" attitude. When most kaizo levels they actually want you to beat it, it's just hard.
...
You can just kind of keep swimming forward on that second cheepcheep section with a couple pauses. I am probably going to completely rework the hard path though, I got a lot of pre-upload playtesting on the regular route but nobody I knew IRL was skilled enough to complete the hard path so I had no reference point for the difficulty/cheapness.
I don't think I've ever played a level like that
Figured it out in like 2 minutes.
I'm too brainlet to understand Doors of Time, but I gave you a like
Thank you! And it's cool watching someone else play my level
Thanks for trying it. I didn't think it was particularly difficult, didn't expect people to compare it to kaizo. I do think the parachute thwomp near the start is kind of unfair, I might change that.
Here's a somewhat short easy/normal level I finished recently. Has 2 paths and some secret doors mainly intended for Endless players. Feedback would be very much appreciated, I always feel like I make sections either too easy or too difficult.
2YT-XJX-XCG
Good to hear. I feel like I make a bunch of tweaks to make my levels easy enough for most and then get annoyed when people still can't clear them >_>
Let me play this level in a run and jump game.
Oh running and jumping isn't what it's about.
Thanks my dude!
I was a bit worried about that. Hoped the coins and raised bottom be enough to clue people in. I also tested it so you could run through without getting hit. But I think I will keep height disparity more in mind when it comes to thwomps from now on.
Yeah my bad. I thought it looked better this way, but its not worth having people displeased by it. Next time they'll be flush with the ground.
>t.Yea Forums
I like it. SMB3 forest is the best forest theme for sure.
You got some exploration incentives and tiered bonuses depending on how many keys people were able to get while playing which is neat. You focus on a few elements and made your stage look very pleasant. Not boringly easy, not soul crushing hard, very fair.
You use the doors to reset the bombs timer to carry it through the level.
I agree with basically everything said. The tiered rewards in particular were a really neat way of rewarding exploration.
Anyone else addicted to the "new courses" tab in course search?
You never know what you get. It could be anything.
Yes. But skip all jap levels.
Fuck japs.
>at least one part that forces players to think.
I suppose, did you get the 50 coin at least? you have to think a bit to get into the pipe for that one at least, although it's not a puzzle more just timing.
Still not sure if I'm making these courses too easy or not, given the clear rates.
like that other user I didn't really get doors of time at first either, it has several parts where you need to act fast and I'm not sure it's feasible for a player to get those first time around due to the reaction time necessary - definitely a level you'd have to play a couple times to memorise the layout. I was unable to take the bob-omb with me to the end as I was too slow, seems like the time you have is extremely limited but maybe I just suck. The ritual level was neat.
Why do so many jap levels have naked pipes, troll doors that kill you and why are 90% of them in NSMBU ground theme?
Well, what am i supposed to do on the second door next to the giant goomba? Place a bomb on the Muncher?
Fukashima radiation poisoning their brains.
Mario and the Beanstalk was great, good use of autoscroll (a lot of people have an irrational fear/hate of autoscroll) though the beginning felt a bit rushed. Very creative and good coin use.
And another great auto-scroller?! Great enemy placement and aesthetics my man.
And to shill: My most recent level which includes autoscroll and I already posted here before
>Para-Beetle Poachers
Level ID: X4N-97Y-NHF
I've honestly been amazed how bad people apparently are at jumping on parabeetles, it was one of my favorite activies in SM3
Enter the door and run left.
*Right
The level shows you the next location when you enter the doors.
V91-6Y3-N5G
A short level with simple platforming and wiping out a group of enemies with a star
Who likes nostalgia?
SQ2-1XX-L5G
Your levels are really good, also decently challenging so the 5% rate seems normal for all the literal kids playing too. Really cool level though, and I didn't tank the clear rate like I did for Sky Castle. Only part I wasn't a huge fan of was the burner and bullet bill area. Ducking and waiting was fucking me up so I just went through as little Mario
thanks. I definitely think I made that section a bit too cramped.
>give some streamer the easiest level I have, literally retardproof so even 6yo kids can do it
>managed to die twice anyway
Para-Beetle Poachers was great. I like the overall theme, and the difficulty was fine. Also, I ran into Ice Wizard Castle in endless expert some time ago. I didn't know you posted on Yea Forums.
You must have a big brain Geewoody. I enjoyed your spicy dessert level.
Thank you! It's surprisingly difficult to get SMB3 Forest to look right, and I think I could've done better. It really doesn't help that the semi-solid platform for that style doesn't look very good and won't line up with ground properly.
If your boss battle is just infinite fire flowers vs a big Bowser, just delete it. There's nothing interesting about standing right next to Bowser and rapid firing 30 balls in his anus.
I still have yet to see a good level that uses Meowser. Seems like a really interesting complex enemy but it looks like everyone pairs him with infinite fire flowers or a half-baked chase.
>If your boss battle is just infinite fire flowers vs a big Bowser, just delete it.
Wisest post ITT.
>Make a level that you beat by dying
>Someone fails to do this and calls your level dumb
Meowser isn't a "fight him here in this room" boss but the kind of boss that chases you across a long quick platforming section
post vod
Literally only the meowser battle in the story mode
DXD-CL5-7YG
I made this 2 minutes ago you’ll love it
6KG-BGH-2QF
I built a neat little stage where blocks make up doodles of dogs. If you hit the teeth, you get injured. It's called Bitey Dog. It is a pretty short stage for ez mode players with a somewhat challenging jump near the end.
>some jap fuck level
>enter a glass pipe
>travels me all over for I shit you not like 1 minute
>at the end is just a block that makes me automatically fly back all the way
2 nukes weren't enough
Sorry user, i got to the last part but i don't know how to break the blocks. I am going to give it a like because it was a very interesting concept.
Test your cape flying skills! Short level with a few little challenges. No clears yet, but I really don't think it's hard:
63T-P9D-TVG
Yeah, just unlocked it today from weekly maker points.
Sober up, user.
Thanks a lot, yea I am here fairly regularly but try to only post 1 level per thread so I don't clog it up. Feel free to hit me up for plays by name if you'd like.
I'm actually working on "Return to Ice Wizard Castle" so stay tuned! Though I'm mostly playing atm
Visual representation of dying twice in story mode
Pretty cute dogs you made there user.
woof woof
You need to go through the level while carrying a bomb. It's only marginally more difficult than doing it without one.
I still appreciate the effort you put in. Can you think of any ways to make the level more clear?
Man, I've been wanting to give your Super Shmup Bros levels a try for some time now! Great stuff! Very fun. I downloaded the courses to play with my friends!
My Levels:
The Shellenger: B57-LJX-CKG
Level built around the Dry Bones mechanics. I try and ramp us all into the difficulty naturally. Suit up until you're a tank! Medium difficulty.
Under the Bridge: 8J5-47C-NSG
Exploration focused level. Fun things live above and below the bridge! Easy-Medium difficulty.
>get a great idea in your head
>spend half an hour or more making it
>realize it's not fun
>delete
Most of my ideas are processed this way.
what was your idea?
Play my level right now anons.
All Bark and Snow Bite.
3XX-S1R-RMF
better with smb desert with raising water and super mario land beach music (also floating goombas at night)
That was based
Aww, thanks, bro
I'm getting addicted to the rush of beating kaizo levels
not too hard though, lowest % i beat was 0.20
What does this thing mean?
Very nice Shellenger stage there. Especially the first part where you taught people about the Dry Bones' moveset organically.
I think something must've gone wrong for me a bit in the second dry bones segment though cause I feel like I skipped past a lot of stuff accidentally by damage boosting through there with a shellmet on and where I reached the exit pipe without having to do anything to those on/off blocks.
clear condition
it means avoid the level
unless it's my level
>Naked pipes
>"Get Meme'd" insta death pipe
>Millions of coins in every direction making music inaudible
I love this shit
yeah the lakitu does have some RNG. Next time I make a level such as this I'll be sure to put the pipe spawning the clouds higher. Appreciate your feedback, it helps me to improve.
I tend to like clear conditions, honestly, they can be fun.
I really want someone to play my level, but I'm a beta and too scared to post my level
Thanks man! Regarding the damage boosting, from what you described, I'm happy to call it a feature, rather than a bug. That sounds like the sort of emergent gameplay I'm willing to afford my stage right now. I'm a fan of offering my players several different ways about the solution. Some amount of the stage (such as recovering lost Dry Bone Shells) also relies on damage boosting anyways.
I see.... well the second half is more platformish at least. I'm sorry you didn't enjoy it
Shilling some of my courses
The One Jump Quest: LWG-1S4-4RF
A relatively short stage with based on the no landing requirement, starts of normal and ends with a falling section with the cape power-up.
The Falling Colosseum: MDL-1PY-8TG
A boss battle stage where you have to defeat boss after boss as the floor under you collapses and if you're not quick enough the boss from the previous floor falls down with you making the next floor harder to beat.
Spooky Switch Speedrun: 5PG-PJC-9XF
A very short speedrun course where you have to hit the on/off blocks and dodge a few boos to keep on running.
hey niggers, how do you make chain explosions?
Don't puss out man, just do it.
what the fuck do you think's gonna happen
Witnessed
played under the bridge, wasn't too keen on the part where you killed boom boom using the shell as it felt slightly tedious given that you needed to do that 3 times, but was otherwise a decent level with nice theming
My first level - 4N4-0LR-34G
Mario vs Air Pirates
Try using a fire bar or podoboo. Sorry, that gay "lava bubble" name or whatever NoA is calling it now
You should try this level:
Doors of Time
G77-N9J-VRF
Not really kaizo levels of difficulty, but the uniqueness should make it a lovely challenge.
>naked pipes are the worst aesthethic thing anyone could do
Just encountered this
I mean, I want a chain explosion that can break a large amount of solid blocks (under a boss)
Why the fuck did they change the name of podoboos anyway?
If you enjoy the rush of being one of the few insane enough to try and actually beat something, I got a stage for you.
The cool thing is that it doesn't even require crazy kaizo tech and there's no time pressure, all you have to do is jump in a precise manner.
My lowest clear rate one at 0.45%
KPT-BWC-DQG
Red POW blocks are really good for that. Embed them in a floor made of breakable blocks, each one just close enough to hit the next. Then give the player their own Red POW or a bomb to set one of them off and start the chain.
Yeah, that bit is one of the less well-received bits of the stage. I just wanted a Boom Boom fight that also featured an On/Off switch puzzle. Admittedly it was clumsily executed. Just goes to show you can't force designs.
>red pow blocks
what?
I'm going to shill my level to you since you might actually be interested.
It's very short segments and a checkpoint.
GRT-P7G-R5G
I made a little snake level. It's not as hard as it looks. I think.
pow blocks behave differently in 3d world
First course I made and its yet to be cleared. Its not that hard but has sorta pierce jumping at one point. Bad design but it'd be cool if someone could clear it at least once. Feel free to boo all you want.
369-JKJ-JPF
Get to the dead end, acquire power up and the work your way back towards the start to find the exit.
Turtles is trending right now, getting hits and maker points faster than my profile can update, over 5000 according to the leaderboards. Let it be known that I've only posted my levels here. Don't use twitch, reddit, twitter, etc, never did. This is 100% a product of feedback and exposure from you guys. Good job, Yea Forums.
Beat it. It's pretty cool, but probably could of used a few obstacles imo.
I've made a similar level. You should check it out.
21H-SHW-TPG
>kaizo blocks too
nah I'm out sorry
some twitch streamer played your level on stream
The hardest level I beat was 0.00%. 4 plays.
what is a kaizo block?
Must be nice - whose dick did you suck you starfucker!?
Oh, well uh, I didn't ask so it still counts.
Oh, apparently they're only available in the 3D World style, didn't realize that. But in 3D World, you can long press on a POW block and turn it into a Red POW block which explodes in a certain radius. They destroy breakable blocks and can explode each other in a chain.
>whose dick did you suck
moot's
Hey dude, I saw you played all my stages and had really nice things to say in the thread last night. I didnt see it until after it 404'd, and I just wanted to say thanks. That WebM you made of my Wiggler Canyon stage is greatly appreciated as well. I just got home a bit ago and played some more of your stages, and its amazing how talented you are. They're all consistantly great, unique without being gimmicky, and look great aesthetically to boot. Keep up the good work man, I'm looking forward to more. I think Cloud Town is my favorite, but theyre all so high quality its really hard to say.
Anyway since I'm here I guess I'll copy and paste my codes and try and play a few more Yea Forums levels.
>Q8R-K1D-GTF, Mountain Adventure
A fairly easy snow SMW level with a mix of platforming and easy puzzles.
>G03-D30-J2G, Starry Night Showdown
A sort of gimmicky and challenging NSMBU level. A short but kind of tricky platforming section followed by a large-scale boss fight.
>4RP-DXS-87G, Mariovania
A recreation of the opening stage from the orginal Castlevania. Really easy and simple. Mostly fan service. SMB style.
>WQH-NN1-SPG, Block Fort Coin Hunt
A puzzle-based treasure hunt in 3D World style. Sort of laid out in a Metroidvania style, where you find items and power-ups and use those to find more items and progress. I'm proud of this one. I think this is easily my best.
>HXC-YRC-38G, Versus Mecha Mario
A weird kind of boss rush, puzzle hybrid thing. Really focused on its theme and visuals.
>671-B6S-NLF Super Block Fort Turbo HD Remix
Remixed version and extended version of the Metroidvania. Recommend playing the original first.
>291-T4W-CRG, Wiggler Canyon
Traditional platforming level with Yoshi. Easy to moderate. Made to feel like a real Mario level.
VC0-F3J-38G
Ant trooper level, tried to make it traditional and decently difficult. It's kinda long. I deleted the previous level, fixed a few of the bad parts and re-uploaded. Sucks that you have to either delete the old level or remake it from scratch if you want to upload a better version of a course already uploaded.
Invisible block over a bottomless pit/hazard you unintentionally hit, basically bullshit trial-and-error level design.
XSS-QC1-WMG
A re-upload after some helpful feedback from several kind anons. It's easier now, and less punishing, but hopefully still challenging.
Kaizo blocks are always an immediate Boo and skip from me. Fuck that shit.
>some streamtard keeps whining about how it's impossible to dodge a chain chomp
>doesn't realize the chain chomp telegraphs his attack direction like a month in advance
Forgot to mention it's a re-upload of
oh, thanks.
The hidden block was placed above another block with a coin above it so you'd jump to it. You couldn't make the next jump without revealing the next block so it seemed reasonable that someone would find it.
The idea was you'd jump on the block, jump up to get the coin, block is revealed, drop down and then jump back up and make the jump you couldn't before. I guess I'll avoid doing anything like that in the future.
I think i singlehandedly pushed your clear rate down to 1.6%, I gave it about 50 tries before I gave up. My mechanical skill isnt great, I could get past the koopa jumps but the second fish section really nailed me.
Sometimes it's easy to forget that other people don't always think the way you do. It's important to find ways to clearly direct the player through ambiguous situations. If the jump looks like it could be possible, people will try it. Those same people will get frustrated when they hit that invisible block, blaming it for them not making the jump. Then they'll try to work AROUND the block rather than use it. It's a vicious cycle.
>Literal thwomp waiting for me at the end of a glass tube before I get to the checkpoint
AAaand I quit. There are some great ideas in this level but it seems unnecessarily brutal to me.
For example the starting thowmp ride had both a killzone if you ride too high, a killzone if you get off too early, and a crush zone if you ride high but not high enough to be in the spike zone. And if you trigger it too soon you are stranded.
There needs to be a safe short training area where I can figure out the gimmick. And drop the bullshit thwomp waiting at the end of a glass tube. Can't comment beyond that.
Something to keep in mind is that most players, the moment they hit an invisible block, will assume there will be more throughout the stage at which point they'll feel forced to do "test jumps" constantly which can be annoying and unfun
it's better but it's still way too trial and error. There is no conceivable way anyone could do this first try, or even within their first 5 lives. There's too much unexpected stuff that is poorly telegraphed at best. Watch the maker tutorials user.
Beat it. It actually feels pretty close to a real Mario level. Nice job.
If you want you should check out this one I made called Dry Bones Mounds
8X3-6S6-VYG
Just downloaded. What am I in for?
The boom boom fight was a bit of an experiment, I wanted to make it so he could be defeated in a variety of ways and keep player options open but I was still sorta feeling things out and getting into the swing of making boss battles and arenas with the new features and such. The idea was that you could defeat him by either the traditional way when he swoops down, make him fall into the pit, use the koopas to pin the seesaw down and make him fall that way or make it easier to jump up at him, the fire flower, or if you’re a crafty fuck use the 5 red coins key on the exit door instead of the bonus room, kinda like a pacifist route. I think in my desire to make it so open ended I might have gone too far in that direction. I plan to redesign that room a bit and streamline it to make it easier and more fun once I complete the whole game I’m making. Should be easier then since I’ll have had way more practice by the time we get there. Thanks for playing them man! I’ll play yours first soon as I get home
No sweat man, was fun to play all your shit. And thanks for playing mine! 2-4 is already in the works so look forward to that
alright I'm going to play some stages and post some thoughts today.
Montyclaw Forest
B34-75P-JSF
Medium difficulty standard level where you swing across a forest and explore a mole mountain where monty moles set their traps.
>SQ2-1XX-L5G
Didn't expect real nostalgia, but still got it. Had my fun and left a like
>LWG-1S4-4RF
Liked the level, though I found it quite unintuitive at two points: When ypu first start you don't know that you need the mushroom to proceed, so you may take your time with the first chainchomp nad lose before even knowing that you do. Second I was stuck at the icicle part because I didn't know I had to drop instead of float like I had to before, but maybe that's just me.
I would have implemented a checkpoint after the first screen just so that you don't have to redo the first part every time you die in the second one. Cool ideas overall though
>Q8R-K1D-GTF
Good mixture of light puzzles and platforming, really good and thematic level!
>XSS-QC1-WMG
I haven't played your first version but have to sadly agree with the others. The level is too brutal and way too many unexpected things happen. The ideas are cool and there are some cool passages in there, but I can't enjoy them if I can't react to the thing happening right after.
With a little bit of work this stage could be great. Also remove the fucking thwomp before the first checkpoint, its not a challange, it just trolls the player
Well the beginning is certainly more reasonable, but those pipes still awfully random. Maybe use the trail feature to figure out exactly what spot you have to take action at to go through that bottom pipe and either mark it with a down arrow or a left arrow for jumping off the thwomp.
Jesus Christ, that thwomp at the checkpoint is fucked up.
not him but I started this stage and was so confused because the beginning of it is nearly identical to one I was working on. I didn't finish it though. didn't feel like walking up a slope with off screen thwomps.
Are people really dying to the checkpoint thwomp? You can see it as you go through the pipe and just hold right to avoid it. I'll probably remove it in v3, it was meant to scare the player, but never actually kill them.
Montyclaw Forest was awesome, the forest theme really fit the swinging vibe in particular and that last monty dropping on you challenge was very creative.
Made some changes to my level Stompin’ Grounds
>VCX-RRK-BLF
The current world record is 18’28”610...
Thanks
I really liked the how you mixed the desert theme with dry bones and the lava bubbles, will probably use this motif in a future level. As for the stage itself, I liked it, but i feel like the Twomps were unnecessary and difficult to avoid, Too many projectiles on the screen at times, as well.
The coins are the indicator of where they're going to fall
It would probably be fine if the tube section was longer so you had more time to prepare. And no preperation is probably the biggest flaw of the stage in my opinion. Let the player try out the mechanics in a non harmful way first so they know what to expect. Let them see clear pipes before they have to do a challange around them, so they can guess its comming. Also give the player small breathing rooms between some of the platform challange.
Not bad! Excellent music taste
>I would have implemented a checkpoint after the first screen just so that you don't have to redo the first part every time you die in the second one
I would have too but you can't place checkpoints when you've got a clear condition for whatever reason
Oh didn't know that, wasn't so bad that you would have to reupload it anyway. Really liked the stage, but I died a few too many times in the first part due to inpatience because I had to redo it. But that's just me and not a flaw of the level itself
The fact you are surprised really makes me agree with you are really not applying a basic fairness to the level and need to rewatch those tutorials. You aren't empathizing with the player who has never seen the stage before.
Putting something that instantly kills the player on the other side of a quick auto transport section is not fun or fair. And it doesn't match any of the earlier thwomp riding challenges besides that it's a thwomp.
fwiw I didn't die to the thwomp before the checkpoint, I actually saw it and reacted to it just fine. Everything after the checkpoint, though - pure hell. The wall-jumping on those thwomps has to be very precise otherwise you'll either be crushed into the wall or be squished by the thwomp above you. Following that, I kept getting crushed by the thwomp at the top before the green pipe on the ceiling. After several attempts I gave up, there's honestly other levels I'd rather play than this. I've legitimately beaten kaizo levels with lower clear rates than this that were more satisfying. No offense, but your level is just frustating as I don't really know what you want me to do or how to do it - it doesn't build on itself, just throws in things that are only tangentially related. Good level design teaches the player as much as it challenges them.
Don't worry user, I enjoyed it.
That thing with the sub platform is fucking ridiculous, unless you are making kaizo shit that 0.00001% of players are going to clear you can't expect people to jump into a 1 space wide area perfectly like that consistently and if you fuck up you have to go through another hard segment just to try it again, very annoying.
>Go into multiplayer versus
>Level is selected where you get stuck between two blocks, a fire block and a one way wall
>The only way to go through is to wait for the P Switch to end its cycle so that you can enter the pipe. However Thwomps keep hitting unlimited P-Switches once you are under them
>Once everyone is in their place waiting for the P-Switch to end, I stay behind and make the Thwomps continuously hit the P-Blocks
>Everyone suffers and starts manically spinning, crouching etc saying "Oh no"
>Toad restarts and throws me into the fire. He goes in and on the last second, I start another P-Switch
>Toad throws me in the lava again and they just manage to escape with one faggot exclaiming "Nice work!"
From that day forward it's become my duty to troll Multiplayer Co-Op matches in Mario Maker 2 with levels that have keys (I just run away with the keys and everyone chases me (fucking great fun)) or On/Off blocks (Levels that include waiting for Koopas to get on blocks never get to the key cause I always stop them by rapids hitting the On/Off blocks while everyone else tries to grab me)
Posting my levels, I'd like specific feedback on what works and what doesn't if possible.
Toxin Trouble in Pipe World: VPF-5Y6-KKF
Short level using Dry Bones Shells and Parabeetles to get over a toxic swamp. This is new and I'd like feedback on it most of all. I feel like I made it too easy but I don't know if it's just me.
Superball Sky Assault: BFH-V1W-KQF
autoscroller shmup stage where you use the Superball to progress
Fright Factory: YKN-X05-G6G
Puzzle challenge stage using on-off blocks and conveyor belts
A Matter of Life and Death
simple sidescroller stage about switching between a normal world and a dead world
Frozen Ruins in the Dry Desert: KPF-NHH_FFG
Basic sidescroller stage with an expert route
Also looking for stages to play because I'm bored and need inspiration to make a level that isn't shit
>The Secret of the Pyramids
>We weren't the first ones here...
21M-6MG-YDF
If you play it, don't spoil it for anyone else! I want everyone to play it blind! Getting dinner right now and then I'll be back to try out everyone else's stuff!
Just finished uploading my first level. I think the first part (before the door) is kinda hard but gets pretty fun to run through after you get the gist. Maybe the section after the door needs some change. Any tips? Any feedback would be great.
Course ID: GYG-0LW-Q5G
GYN-GRY-9LG
Please play and let me know what's terrible so my next course can be passable
Here is a new level I made today:
Hammer Airship
>B9P-Q7G-GLF
Med to high difficulty (I guess 3 deaths or so would be common).
I'm still new at this, so I would appreciate any comment or criticism.
I will play your levels too, so link them to me.
I really enjoyed this level. Excuse my long completion time, I kept loosing my shoe on the first chomper screen with the spiny. Recommend playing as toadette for this course.
are you sure you have the right code? Doesn't work for me
I wanted to give yours a try, but your code ain't working
God, why am I too autistic to skip levels? Any normal person would have moved on by now, but I've pumped around 200 lives into a shitty troll level I found in Super Expert.
T34-WD0-07G
Can someone beat this thing already? I'll probably be able to move on if the First Clear gets taken.
>Playing multiplayer
>Maker just put a fuck ton of super hammers in a huge block at the start
>It's multiplayer so they all respawn
>It's so bad it starts lagging the game
Christ
Then while I'm typing this I get put in a map that locks you out of progressing if you ever die because of an invisible block. Maybe Nintendo should review this multiplayer system.
Shmup Bros 1 was fun but simple, Shmup Bros 2 iterated on the idea and added some cool stuff. Looking forward to more.
Spiny Sands is a cool level for a planned series, too.
>Desert Chomplex
In the future try to avoid letting your background blend with the playing area. I almost fell in a pit during the Bowser Jr fight because I didn't see that the ground was ending. Nice level, though.
What a shitty troll level wew
It was pretty fun. The boss fight was cool.
The worst part is, the creator clear time is over 3 minutes. There's not even any cheese here even.
>Jumping through clouds to reach the ship
>Night theme outside
>Regular theme inside the ship
Pretty cool ideas. Wish there was more to it, I like projectile heavy ship levels. Keep in mind though that having a mushroom available before and after trivializes the entire saw section.
QYN-GRY-9LG
My apologies
>31 deaths
>2 clears
Well FUCK.
How can I make it easier?
I wish I could put more things but people are already dying a lot. I can't add more bullshit
thanks
honestly I feel spiny sands is a let down after floaty fortress that came before it. I've been told by others that floaty fortress is by far the best course I've made and I think it was a fluke. I was always better at castle courses in SMM1, though.
at least I have some ideas in mind for shmup 3 but I'll have to draft some stuff out. Shmup 2 was harder to make than it probably looks
>"My First level"
>Opening screen is a wall of spikes requiring a precise jump or instant death
>followed by an unrelated thwomp/and On/Off switch that also requires precision
>Followed by a fucking shell jump OVER A CLIFF
YouTube has really fucked up Mario Maker. This thing will absolutely devour lives in Endless so clearly label it Kaizo or expect a lot of boo's
>My fondest level was probably this
LOVED this level
How did you get the cannons to appear? Are they set to spawn in the brick area and simply wont appear until the space is made?
believe me I know how shmup stages can be to build, I made one too (that's part of why I played yours)
Would love some more feedback on this. If you feel like playing through a long stage, give it a try
I'm going to add a lot of deaths to your stage. I keep dying form the ant/bill launcher or getting stuck above it. Now i'm dying to the basic ass switch spike blocks too. If i was sane i would have already quit or take a break.
I give a lot of deaths to easy levels trying to get a good time.
>getting stuck above it
Shit. Should've probably fixed that before uploading
I'm not going to ruin my level's name by adding kaizo or some other shitty tag to the name.
You need to be upset at nintendo for their lack of tags.
It is a bit terrible yeah. How are we supposed to find where the red coins are? The one above the plant and the one in the pipe are easy enough to get, but the precise jumps after the plant are bullshit.
We are not in your head, we can't guess what kind of jump will be good.
A good indicator is if your levels can be beaten during the first try.
If we have to blindly jump around, die, and retry, it's shitty. We aren't in super meat boy.
upside from your level is it forced me to learn the long jump so i could bypass that and take the lower path.
Well, I used to like some SMW a lot, so I know the more basic jumps... And the first jump looks hard in the beginning but the background draws the line where you need to jump... My idea was to make 25 short levels inspired by an old pc game custom map, that's why it already starts that way. Is it really Kaizo hard? (will label it Kaizo tho)
Also, how does Endless work? Thanks for the feedback
hi, i make fairly challenging themed levels. don't play if you're terrible.
Dirty Dogging - chomps and switches. 9CX-3QP-4YG
Calm Climb - a climbing level where you can't die, only fall. inspired by getting over it. 299-T6F-1QG
Quad Jump - a very short & simple puzzle jump level. How low is your mario IQ? N29-P6J-W1G
Short & Sweet -1MQ P63 4LF-
For my first level I feel people gave up after the swings & spikes. They're kind wierd since sometimes I lose momentum out of the blue. Feedback appreciated.
Just because some retard on Yea Forums cries doesn't mean you should name your level kaizo. Putting it in your title is pretty cringe, especially when it isn't.
what does booing a course even do?
The second half wasn't platform heavy, it was finding the path with the star to brute force a billion retarded boo rings, and then wait for 30 minutes to ride a shell in poison.
and why would you hide the mushrooms? That is just mean
They're not for you. They're for someone who is too shit to beat their own level.
Play through it and beat it before you talk shit about the difficulty fucker.
I don't know if it qualifies as Kaizo was just throwing out a recommendation. To me the difficulty is clearly intended to be "Super Expert" so I'm suggesting you convey that however makes the most sense.
this is a big mostly empty piece of shit with leap of faith jumps and a stupid fucking meme name and description. Sell your switch and buy enough rope to hang yourself
mad cause bad
Ok, that actually makes alot of sense. I never thought of it like that, thanks.
Yeah, I think I can't edit it's name anyway. I've just finished the level in like 1 minute, it's not "kaizo hard" at all, you just need a little bit of consistency.
Is the game worth it for online coop? Some friends and I were all thinking about getting it. I like Mario alright but I'm not all that great at it.
You can't online coop with your friends... yet
Course has 0% clear rate, go ahead and finish it. I'll be watching
Can you guys try the Hammer Airship one I posted before in this thread?
>B9P-Q7G-GLF
What can I do to make it more fun or interesting?
Is the bossfight too bullshit? I still have some place in that level, so I could use your ideas to make new rooms or another plateforming session
Fair enough. But the thing is, this is just a few hard jumps in a row. The super expert levels I've played were killing me with rollers and a bunch of other shit. My level difficulty depends much more of how much practice you have with that kind of precision jumps and stuff, that's why I think it is a "Hard" at most. Thanks for the recommendation anyway. At least you tried it.
Guess I'll re-upload it to both fix that and make the secret area harder to get to. Any other part of the stage you think needs fixing?
There's some good ideas in here with the ant troopers, but also a lot of basic stuff with on/off switches that everyone has seen a hundred times. I think you could have made a better level if you had focused solely on ants. I made a similar level with ants in the past, but you used them in many ways that I hadn't and I wanted to see more of that.
thank you everyone for playing my fart levels
After that i died to me being stupid a few times but thats the only part that needs fixing everything else is doable.
I've got two levels so far. The first is meant to be bullshit, and the second is just a fun gimmick level.
No jump challenge: WX8-95Y-0QF
The seven deadly sins: 0NK-SC9-2QF
My next level is probably just going to focus on good level design. No more gimmicky shit for a while.
I wanted to introduce switch blocks and have them interact with the ants, like near the end, so that requires a few basic on and off sections. You think i should replace the areas with the timing based jumps? Also, what other ideas sis you use?
I might grind it out after dinner, I haven't even looked at it.
I just know you're a bitch.
Ice Cave Adventure-DSG-K26-V7G
slide down through that cave and find the secret exit if you can. I should have put the mushrooms in plain site, but there are two near the ice lake in the middle of the stage that are easy to find. I forget if there are any others tucked away. My second stane and not that great.
Bob-omb Airship- SLO-KSB-GYF
Just made this one today and I feel like there is hope for this one unlike my other stages. If there are anyways you guys think i could improve it?
>pixel-perfect jump at the start
>shell jump over a cliff
>fucking P-switch jumps immediately after that
I think that classifies as kaizo.
Beat it. The claws were the hardest part of the level and were kind of annoying tbqh. The one koopa shell puzzle Didn't work because you could just get the coin without hitting the switch. The parachute thwomp was actually kind of funny. Overall I would call the level ok. It needed something more to make it more fun.
Happy to help man, sorry if I came across as harsh was mostly meming. I just think you have played a lot of highly technical Mario and have a very skewed view of what "normal", "hard" and "basic jumps" are.
My time can't count as a world record? I'm going pretty fast now, but the timing in my profile's menu is stuck with 1'2'' as the clear-check time (?)
I really shouldn't talk to others while typing. I was asking for feed back on the second stage if you can think of anything.
It's okay user. You only wished to play. Mods are no fun allowed.
Never played the original Mario Maker and I’m getting 2 in the mail tomorrow complete with a year of Nintendo Online. What am I in for, Yea Forums?
was it a midair pswitch?
Everything from levels so easy you don't press a button and can win, to levels that would take you 50-100 hours to grind out. And everything in between.
Good job. It's a creative level, although I think it's a bit too easy.
DDB-NM8-1NF
No clears yet. You could be the first one.
Oh this guy is so hungry he can't spare 2 minutes to beat an easy level? Yet you spend all this time posting but not playing?
And you "might" be willing to "grind it out" right after and the thread is dead, how convenient lol.
>I wanted to introduce switch blocks and have them interact with the ants
The spike blocks in 3D World can't really interact with ants, though. Ants will walk on them whether they're on or off. A more interesting idea, for example, would be to make a path for the ants using the large [ ! ] blocks. Or simply having more sections where you bounce on ants over obstacles, up cliffs, etc. They way you used winged ants with parachutes at the end was very creative. Try to do more of that kind of stuff.
Those auto Mario levels are basically just fun rube Goldberg machines. They're not so bad, especially since you can filter them out.
If it's not fun I'm not going to grind a level out.
But I've spent a couple hours on other levels.
Yeah I kinda realized the koopa thing didn't work as intended but by that time I uploaded it. I'll try and make thing more appealing, thanks for the advice.
It was a "Jump on several P-switches, throw the P-switch you're holding, and jump on that" kind of obstacle. I have no idea what comes after that.
Ancient Whirlpool Temple was pretty interesting, I just wish that whirlpools could both blow and suck in, it would make thing even cooler.
Wigglerbush Garden Trek was really fun and you did a great job with the design
Bowser's Sky Thwomp Fortress was pretty cool, I liked the way it felt like an actual build to something
Nah, nothing harsh, it's just a different point of view. It's funny that you say that I've played a lot of technical Mario because I got the game today and never played real Kaizo on PC
What I had in mind was Mario having to bounce on ants while waiting for the spikes to deactivate, or going though an obstacle path activating and deactivating spikes in the way, using ants as a way of moving around on the spikes. This isn't really possible though, so I ended up with what you have now. I like this stage so I may end up doing an overhaul of it in the future.
Generally speaking. Not on you guys
Some of the courses in endless mode for expert and up are complete frustrating bullshit
you're just not an expert, there's an easy mode that's more your speed
Good for you man. Just remember you got called out and you pussed out hard.
Normal is "as it would appear in the original SMW" or other official Nintendo game. And the original SMW did not have any required shell jumps and had very few, if any, jumps as tight/instakill as the first one in your course.
Man it sure earns you the aura of expert when you put down hidden blocks that just trap you or doors used for progress dropping you into pits where you die.
Boo to every stage that pulls that shit.
Dude those levels are really cool. Well done.
only tried your bob-omb airship. I don't think it's very good user.
The theme itself is great, but you added too much bullshit.
After the first flag, why did you put bombs in the exit pipe?
After this one, too much bombs because of the red pipes, feels like Kaizo bullshit.
You're very aggressive. You're also shit at the game.
I said I might check it out after dinner.
>Play speedrun course themed around not touching the p block obstacles
>Flag is walled off by the brick blocks
>Can just bring over a p block and get to the flag, turning it from a 45 second course according to the maker's clear time to a ~18 second course
This is why play testing is important
>work at fucking gamestop
>qt Nintendo rep came for her monthly visit
>gives me a box full of the mario maker 2 styluses that were the pre-order bonus for every region but NA
Holy shit I thought we weren't going to get these, kikestop pays off for once
And complete. It requires precision, but once you know where to jump it's actually very easy.
I never thought of it as a "Normal" level. I think it is hard. Not "Expert" or something because I couldn't beat most of the hardest difficulty levels, and I can beat mine fairly easily now. If there's a "Super Expert" I meant that my level may be "Hard" or "Expert", but not "Super Expert".
Yeah I noticed the first 2 players couldn't even make it past the first Koopa. The only thing I considered changing is the last ice block before the falling block because even I got a little frustrated with that, but it's far from impossible. Hope it was at least somewhat satisfying.
how do you see where people died in your level?
It's easy once you notice that the koopa always follows the same pattern even with the platforms are in different positions. Just don't jump onto the first platform until it's past the bottom left corner and you'll be able to jump onto the I've blocks immediately without having to deal with the koopa.
As for the blocks, just start holding left as soon as you get to the end of the third last ice block. You'll be positioned perfectly after that.
The rest of the course is much easier and doesn't require too much precision.
Both rooms used to be a lot harder.
The Bombs out of the exit pipe is a gripe i didn't really think about much. I just thought it made sense if all the bombs in the next room were heading to that pipe that there would be some coming out the other end.
. I'll ease back on the speed in the second room and see how it feels. Thanks for your feed back. Anything else would would want to see changed?
gonna second this. too many production pipes in areas where you're almost guaranteed to get hit by them. And then at the end you have a terrible boss arena. You need to work on being difficult while still being fair.
Under the world record there's a button to see all the deaths.
X icon on the bottom left when viewing your level entry in Course World.
Oh shit, I assumed that was to disable comments since it kind of looked like a speech bubble.
Bridge to Infernal Castle
B1F-NC4-GYF
Tried to make a cool looking lava level and a castle the best I could.
06J-F28-YDF
Beat it! The level practically ends at the door. You can fail the cape part afterwards and still finish as small Mario.
I feel you, I’ve heard the P-Switch room is pretty touchy so I’ll probabky avoid any concepts like that in the future.
Gotcha, I’ll try and pay attention to that next time. I think part of the reason it might’ve ended up like that is because only one block thick lines of ground blocks end up as pipes.
Yeah, the most disappointing thing about those tornado guys is that they don’t act like enemies and can’t be altered in any way. I’m happy you enjoyed Wigglerbush and Thwomp Fortress, and especially happy you saw the buildup throughout the level which was the hardest part to make work.
Don't make it easier. It's honestly not that hard. My deaths we're mostly around the thwomps though, so I'd focus on making that section a little less tight.
Oh, dammit
I made a level like a week ago that was deliberately as easy and boring as possible because I wanted to see if it would become my most popular course (I was in a cynical mood). It got a few plays and then they trailed off, and it didn't get many likes either, so I felt happy and forgot about it.
I looked back at it now, and it has the most plays of any of my levels, and the most likes. Dammit.
To be clear, when I say 'easy', I mean 83.47% winrate.
I know the moral of this story is "have you considered your other levels are harder than they need to be, hard enough the difficulty subtracts from the fun?" and I should probably learn from that, but it makes me annoyed to see my five-minute level succeed for exactly the reasons I thought it would.
Nice
Is this the level some guy cried about on the internet for 2 hours screaming "kaizo"?
the P Switch room was fine, I think things like that just need to be introduced slowly at first.