Mario Maker 2 Shill Thread

It's about that time again of the day guys. Shill your levels here and let's have another comfy one.

I just made this one level I'd like some of you guys to try out. I tried to replicate Nintendos NES Mario Bros level design the best I could.
>FXQ-6HN-64G

Feel free to list your levels too with a description of it and I'll play it!

Attached: v9rJPFbrXc44yhDdHHS5uS-320-80.jpg (320x180, 17K)

Other urls found in this thread:

docs.google.com/spreadsheets/d/1rVkJg9O4tevTf_zOZBFWBkRDsONpLmjpqgKRNvYcLxo/edit?usp=sharing
youtube.com/watch?v=cJrpz0-hSbw
youtube.com/watch?v=oqLOBhaizy8
youtube.com/watch?v=AAkm6PSkZ9A
youtube.com/watch?v=2zFOQe4hBqA
youtube.com/watch?v=1MnX1wT7BRU
youtube.com/watch?v=mcieyuWTd2w
youtu.be/in6RZzdGki8
twitch.tv/blinkzlinkz
twitter.com/AnonBabble

THERAPEUTIC SWIMMING WITH BOO
>you and Boo swim together, it's quite therapeutic... don't let anything ruin your peace and love, user! enjoy the warm, rich waters...
>not supposed to be difficult, short and sweet themed underwater level that is comfy
KBN-DD6-KXG

Attached: BA10029911.png (240x314, 129K)

>Stay Frosty
X0N-XB2-NCG
>Mario Crawls Inside Dead Turtles
G54-KGR-Y1H
>Basically The Plot Of Space Jam
BTM-7G6-12G
>Buzzy Beetle Rescue
2H2-S03-30H

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Newest
>SMB1.5: 2-1 Spiny Sands
4QP-GY9-5CG

Shmups
>Super Shmup Bros. 1 & 2
NWC-L96-RWF
0DR-KYK-BGF

arguably my best:
>SMB1.5 1-4 Floaty Fortress
RVN-YBQ-2QG

Currently working on 2-2, any feedback on my shit is appreciated but I will be sleeping soon. Will be monitoring this thread and checking back in the morning to play your courses.

Quick reminder to stop making game design 101 bullshit
Everyone already knows how to play Mario

Whuzzis? Sum kinda anchor post or sumskins?
Ah-gahgahgahgah!

Masta lisk: docs.google.com/spreadsheets/d/1rVkJg9O4tevTf_zOZBFWBkRDsONpLmjpqgKRNvYcLxo/edit?usp=sharing

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Doing more DKC2 remakes. This time I went with an easy one since Pirate Panic is the first level. I think I'll probably do about half a dozen more that seem like they would translate okay. Is this playable?

0J7-LGT-CQF

So I want to make a 2v2 vs level, red team vs blue team.
I want the 4 players to be split in different pipes so each one can only go in one (using a p Switch to get everyone ready)

How can I make this more reliable? I can't head down the pipe like this.

The idea is for the p-switch to be activated at the start, let players take each a pipe, then they can all go inside once the p-switch ends.

Also how do I go about clearing this by skipping this section since it can't be done alone? Dev block or something?

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>guys did you know that miyamoto said you should first let people learn about an obstacle with a safety net before putting an actual fail state like a pit?

We need more record-breaking hits
youtube.com/watch?v=cJrpz0-hSbw

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やあみんな私はレベルを作った

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W-Why is Boo stuck on her railings like that? She should swim freely with me!

Let's play some levels my dudes.

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New Level
>Wrath of the Djinn
VM0-RW7-28G

Other levels
>Conquest of the Sky Castle
QT4-CC0-6QF
>The Crystal Mines of Jupiter
8Sc-P1S-61Hthe crystal mines
>The Phantom Battleship
B19-J8R-2JG

What's wrong with good level design? These principles apply to hard levels as well you know.

>quick reminder to design levels bad

I'm stuck railing her if you know what im saying

My brother spends most of his time playing FPS and whenever I ask him to try one of my courses I have to remind him that you can hold Y to run. It's safe to say everyone here knows how to play but the number of people who don't is bigger than you think.

Put a row of coins between the pipe and the blocks you have. When P switch timer runs out it'll become coins again and let the players through.

>bowser and fireflower spam
>nsmbu
>1 block walls in random places
>ugly levels
>pick a path bullshit
>invisible blocks
why is japan so shit?

Persistent assault
>6TL Q8C HGF
Recreated this from one I made in the first game. Please give feedback. Will play levels of anyone who shows up and the "played by" list.

I made another single jump level bros, 70 plays and 0 clears
5V9-YVD-XJF
Weird single jump trick level
69L-B0Y-8QF
Standard SMB castle
B9Y-BKT-C2G
Cape based SMW level
02V-MBJ-RHF

GOOD LEVEL DESIGN BAD

SNIPER THWOMPS, KAIZO JUMPS, AIMLESS LEVEL LAYOUTS, ESOTERIC PUZZLES GOOD

youtube.com/watch?v=oqLOBhaizy8

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I poured my heart and soul into this level, please give it a play.

W13-7SP-2NF

Clearing it also fucked up my arm.

not starting the level off braindead easy doesn't mean using all those things
your strawman makes no sense

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.

Home at last, gonna chow down some dinner and spend the next few hours playing your stages anons so bring em on.

>2-1 is finally out
Fuck yes

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starting off the level easy BAD
killing you instantly if you don't correctly intuit where to go GOOD

>Mr. Bones Wild Ride
H5G-NMX-2DG
>Smoke Signals: Fire Flowers
PFV-HGJ-XTF

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Did you reupload cloud town at some point? Doesn't show in my clear list anymore

Finished my second entry in my High High Heights series. My plan is to introduce a bunch of elements carefully over multiple stages and end it with a finale that throws everything at you in quick succession, much like Rayman Legends.

>High High Heights 1
LWL-M6M-G5G

>High High Heights 2
KDY-L16-7HG

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You're supposed to make the hardest part of the level at the beginning of each checkpoint though

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 too long a 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

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no you aren't

youtube.com/watch?v=AAkm6PSkZ9A

>don't correctly intuit where to go
it's mario
you go right
then hopefully they have arrows or coins if they want to to go another direction

>well designed level bad
>my level good

youtube.com/watch?v=2zFOQe4hBqA

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Yeah I did, an user discovered a softlock my stupid ass overlooked in one of the extra rooms so I quickly fixed it and reupped

Not necessarily, also the start of a level is not the same as a checkpoint and imo shouldn't be treated like one in that regard unless you intend to encourage people just skipping your levels.

>it's mario
>you go right
yes, in a mario game made by nintendo

not made by johnny69 from ohio, age 13

W2M-FM8-GPG

Mario gets a call about a broken furnace. Get down there and see what you can do about it.

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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?

Totally Legal Yoshi Cattle Ranch

Super Mario World style

DSB-CB7-01G

You are but a simple Yoshi rancher. It ain't much, but it's honest work.

I'll be monitoring this thread to play any other levels to enjoy all that Yea Forums has to offer.

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>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

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You're just upset you don't have the autism to invest 20 hours into one level like me

last thread i told people to give me themes and items to make a level and i finally finished it

it's night-ghost and night-underground using the cape

it's probably not very good sorry but i had fun making it and testing it

let me know what you guys think

18K-1G7-FQF

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Based Popeye

Toad's Discount Ski Resort
9R2-K95-1CG

Skeeball!
L9Y-C78-51G

Super Skull Highway
SNT-907-CSG

Congrats to the mad lad that broke my clear check time on Super Skull Highway

Wrath of the Djinn was cool as fuck. Neat idea. That ending segment stressed me out

If you put the easy stuff first players will have to slog through it each time they attempt the hard part, if the hard stuff is first the easy stuff will become more intense since the player doesn't want to redo the hard part
Yeah, I kind of assume everybody playing my levels already knows the basics of mario

Really liked Warth of the Djinn, but the autoscrolling section can get annoying depending on where Magikoopa drops the enemies. It's not hard with the 2 fire flowers or anything, but there's just something about a RNG autoscroller that just isn't right imo. Great stuff

The checkpoint/flagpole are the reward for beating the hard part.

>play normal
>breeze through it proving I'm a fucking god at Mario
>try expert
>die once
noooooooooooooo nooooooo noooooo
why why whyyyyy
this is so harddd this is bullshit!!
I'm DROPPING this game it doesn't DESERVE me

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>spent days on MM1
>am absolutely devoid of ideas for this
It hurts. This was going to be my most played game since BotW.

Solid level user, great stuff.

Thanks!
Yeah I was worried people would feel like it was bullshit which I why I kept the platforming pretty basic in that section and gave the extra flower midway. Thanks.

Cleared the single jump one, pretty neat. Are you required to hit that one pixel in the ceiling that pushes you outside back into safety? Or is there another way?

youtube.com/watch?v=1MnX1wT7BRU

I did that and it took me a few hours. I tried to make it as 1:1 as possible before going back and making revisions. Weirdly enough I actually hit the enemy cap before I finished remaking it. I had to go back and get rid of some. I'm not sure why. Either they changed the part caps or changed the categories of some parts into other parts.

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I need to start making harder/busier levels. I like my levels personally, but I don't think they stand out much and I'm struggling to overcome that.

New Level:
Moles and Crunchers
X8V-5DC-MMF

Playing through endless is really making me appreciate Yea Forums's ability to actually design levels. Even the shitty ones are better.

Motor Mayhem 2

8V0-7C7-18G

Just a fun level I put together. I’ve been having a lot of fun with the car and am just seeing what I could do with it!

Forgot to weigh the anchor

Guys I did it. I came up with a new idea for a level.
It's a 20 second speedrun in which you go fast because 20 seconds is just about enough to go through if you make no mistakes! And there's claws and on/off switches!

The middle section of it is actually pretty nasty, you REALLY gotta only tap that jump button ever so slightly there going from claw to claw.

Anyone up for it?
9QQ-R5C-P9G

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Can't decide between buying this or buying DQ Builders 2 tomorrow.

I'll probably get both eventually though.

Ancient Whirlpool Temple has a small flaw at the last screen where the big fish come out of the pipe - going too fast to the right despawns them, which kinda removes any time limit you wanted to impose on the last screen. Good level otherwise, neat usage of the tornadoes/whirlpools.

Just got this, only to realize holy fuck I suck at Mario the moment I touch expert mode. Any tips on how to get better?
Also is the endless challenge run the only "run" mode left in the game now? If so that sucks.

>I need to start making harder/busier levels
You really don't.

LYP-Q7H-MFF: Mario hates spelunking
Just your usual speedrun level, no hidden block, no rng, just a hard but fair level. Feedback is appreciated.

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That was pretty easy, user. The middle section is actually the easiest since you just gotta tap the button a bit and it works every time, where the other sections you actually need to time and think about your jumps. Good level though, I had fun.

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They're not what I like either, but they're what's popular.

Daily 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

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Doors of Time
M7Q-SYY-P1H

A neat little level where you use doors to turn back time in order to carry a bomb through the stage.

>hard levels are popular
lolno

Well maybe you're just really good at the game, user!

SilentTron is really good.

Maybe I'm just retarded

Mario: Isolation
QPS-JVR-HRG

A sci-fi horror themed level with rotten mushrooms and switch blocks

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Anyone hurting to get plays? Maybe stuck with zero clears?

Ah, I see. Guess I should’ve gone for all Banzai Bills then. Thanks for pointing that out.

Not only are harder levels vastly less popular, but they take way better game design fundies to make good ones. It's like trying to draw a full colored scene with characters without knowing anything about perspective and anatomy.

Nobody has even attempted if you want that first clear.

Popularity != Good, but I understand what you're saying. I just am trying to get the other maker gear, and I don't really want to shill anywhere else.

Just got first clear. Pretty brutal, especially at the end.
Awesome design though. I can tell you're an experienced maker by how cleverly you used various mechanics and tricks to make all this work with the double take in the first segments. Good stuff user!

I liked this for the most part. It's kind of spammy but not too much and it fits the theme. Doing things twice is really cool.
The auto scroller at the end. I hate. You have to wait so long before triggering the skulls, but the way the saws are coming it feels like you need to rush. So I kept dying trying to figure out when I needed to activate the platform until I realized I just had to stand still for like 30 full seconds before activating them.

selectable music when?

Clown Walled: CRV -YHN-TDG

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Thanks, I like making auto-scrollers and understand the hate towards waiting around. I'm still trying to work out decent ways of making things tense without necessarily being dangerous.
The additional saws before the skulls making the player wait means that the final skull lift to the end goes off screen just before the exit appears. The ending is far more satisfying if you reach it exactly when you think you're fucked.

That's what happened to me yeah. I thought for sure I was gone because the skulls were about to fall off and I was so far at the right edge of the screen. Suddenly, goal!

Once I understood what you wanted the ending was pretty cool. There's just too many spots you can get down the hole early. Maybe a couple more saws or something next time. Just something to force me to wait. You did a really good job making it feel like I had to move quickly and gave a sense of urgency. You did so well I kept moving too fast.

are there any enemies that can be killed by sawblades?

I don't believe so. Grinders are kind of their own thing in mario maker.

the peepee enemy

So when does it stop being acceptable to reshil your level?
Im thinking on the third thread

Anyway here's mine,

Trials of power.
69L-Q0B-QWG

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The base idea is really nice but the level is a bit cluttered, you should at least get rid of the moles.
It's easy to get hit by the off screen firebars at the end of the second area, you should put a wall there to prevent players from reaching them.
The skull platforms at the end of the are a bit too much trial and error.

If you play my levels, prioritize this one:
Don't play the newest one, it's horrible garbage that i made on a whim.

Scavenging
LRN-KXM-XQG

Block the path to the lifts until the player is supposed to go there.
The easiest way would be to use hard blocks and a bomb. Having bombs crushed by blocks on rails is a reliable way to control the timing of explosions.

>you should at least get rid of the moles
I added the moles when doing upload runs, any parts where the I was waiting around I felt the need to add something and moles felt appropriate
>It's easy to get hit by the off screen firebars
How? Did you try and jump over the pipe?

>about to play Smash
>see that there's a new Boo-fu level

I can't find the last red coin. It's not fun looking in dumb spots for your shit.

>Secret of the Village Underside
ID: TV0-FK1-KXG

I took all the criticism you guys gave me and improved the level as much as I could.

Just make it all the way from Delfino Plaza to the secret shine within Pianta Village

Please don't hold back with the criticism I want to keep improving

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I found it, and it was in a really dumb spot.

Shilling some 30 second speedrun bullshit. SMB1
RYB-FYT-48G

Maker here. Which one?

FEEL LIKE HELPING SOME ANONS OUT

REPLY TO THIS POST IF YOUR LEVEL HAS LESS THAN 20 PLAYS

NO KAIZO/TECH SHIT PLEASE I AM A CASUAL

IF I DON'T LEAVE A LIKE DON'T TAKE IT PERSONALLY IT JUST WASN'T FOR ME

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Get completed, nerd!

World record too cause I'm just that fast.

Trampoline Traffic!

>4XJ-404-4WF

Something Classic

>2RX-H0Q-DSG

Bowser's Air Fight!

>CJV-PQH-3GG

Yoshi's Air Ride

>408-HB3-4VF

Attached: 1273641947607.gif (170x159, 9K)

ID: TV0-FK1-KXG

you'll figure something out user
one of my personal favorite mechanics is night airship floaty stuff, I think that leaves a lot of room for creativity in things that others haven't already done, maybe try that?

It was close to being a good level, I didn't boo you I'm hesitant to like it though.
The hidden blocks was the last one I found. That might confuse you because I got the two by the big coin. I found yoshi, and I rode the platform back. I grabbed the green koopas 1 at a time and set them up to jump off of, hover, and then dismount. And I had to do it for each coin up there. After a while I got lost and just started jumping off yoshi searching and I saw the arrow which led me to those two.
And that was annoying but I considered it decent since you could just go through the pipes to respawn the koopas.

The hidden blocks with very little indication, pretty much none is what I hate.

I was being harsh with you because I almost timed out, and after a while it stops being fun searching for the hidden block. I'm just rambling right now but it's not horrible like I implied when I was irritated. You definitely have the potential to make something great.

I keep coming up with ideas for one jump levels
TBS-T7T-T1G

MR2-0DW-PXF

Hey, that's what happens when you make your first level
Nice feedback, my man

Why are there so many comments "x gang" like "water gang", "sky gang", "2nd tree gang" etc. on popular stages?

faggot kids

I was watching a streamer give feedback to viewer levels yesterday and he say "The player is a dumbass, he's going to not do what you expect him to, ever."
I see how I was supposed to hit the block and it was supposed to be obvious, but I didn't the first time.

First clear won by POW gang

Pretty level.

Do you guys think they'll increase the upload limit?

Yes I do.

I usually explore all available space, many other players do the same. It's not a big fault, but should you end up editing the level, you should address it as well.

What do you have to do to get that kamek outfit?

I didn't mind the moles.

...

Thank you

Anyone got any ideas for a Superball puzzle/room? Making a level themed around the power up, just have one more key room to populate. Room is two screens tall, and does not horizontal scroll, if that's of any use. Can make a single screen height, horizontal scrolling room if push comes to shove. It's a surprisingly versatile power up, but my brain has shut down for the night

Prove yourself as a true wizard worthy of his robes by beating the Triwizard Tournament VF1-55M-DQF and I'll disclose the secrets

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play co-op multiplayer like 10 times or so I think
you should still play his level though

>someone leaves a nice drawing on your level

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Yeah, I'm trying to look at the failure points but don't see any in that part of the level, unless they take a while to update. There is also nobody who died there in MM1 so at this moment in time I'd rather not go through the hell of validating the course again.

Brilliant level, took me a while to realise what the doors did but really glad I stuck through.

Nothing will ever top that

post code

It's funny because they say they're saying they're associated with something extremely minor in a random level. It's the type of humor that kiddos love because it's easily repeatable and only stops being funny the 500th time. God damn I wish I was a retarded underageb& again.

you da man

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I'm gunna boo the next platforming level I see without coin trails!

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Cool level, I really like it
I wish Harry Potter hadn't been ruined by a shitty author and fanbase and general reputation, I know it's not amazing but it still means a lot to me

Here's some kaizo tech shit but honestly I dont think they're super hard.

PBF-H11-XWF
This one was my first attempt and uses a snake block in an interesting way.

GRM0DTYLG
This one I started based on throwing a shell at a music note to push you down. But I wasnt super orginal afterwards.

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Well thanks bro, I tried. In retrospect now I wish I had included a part where you "crack open" the egg while in a bath too and improved the stage here and there, but oh well.

Wish we could give normal enemies slightly more health somehow, would have given him 3 hits instead of just 1.

I only play levels with groovy music.

Superball powerup is an instant like.

Just uploaded my first level. It's kind of shit, but I'd appreciate it if someone would give it a try.
RMC-V8L-BHF

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Fuck, with the amount of lag in the average server that'll take 3 hours at least

What's the bad music in this game?

Original and jungle levels.

Desert is hit or miss.

Is there any contraption that impedes the player unless he's running really fast other than jump length?

track+thwamps

1x1 gaps?

Anonymous!
Did you make a hard level that no one could beat? Or that no one bothered to beat? Or that no one bothered to play? Reply to this post with your levels that have no clears and I'll try my best to clear them.

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>he doesn’t like SMW Desert theme
I don’t even want your plays or likes

Boy, I sure do like waiting around for torches to stop.

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I made one of the weakest superball flower levels (but it's comfy and in the snow), check it out 113-0JS-KMG

What about an older level with 3 clears?

>someone I'm pretty sure is a tranny drew me a heart
Th-thanks

>jungle levels
SMB1 Jungle is kino.

>fat mii
>anime girl pic
>emo description
Decently fun level, barebones but enjoyed myself enough

Oh, you poor, poor fool.
Here's a recreation of Desert Bus:
K5H-KY2-LJF

upward slopes

WHERE THE FUCK IS THE WARIO LAND THEME

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tweet nintendo, they're paying attention to players right now

SMB1 Jungle is amazing, especially in Edit mode

The best of the new themes are probably that one and SMB3 Ghost, weakest is probably SMW Desert.

Just experimenting with different styles of simple puzzles.
CCJ-5DG-8MF

>tweet
HOW ABOUT YOU FUCK OFF NORMALFAG

SMW desert unironically gives me goosebumps
youtube.com/watch?v=mcieyuWTd2w

Gimme some SMB1 levels you've made and I'll play em. While I'm playin, here's a new level of my own - Glowing Ghost House.

HCR-7CS-Y4G

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You're making a lot of assumptions.
The reason friend coop is being added is because of twitter.

i try to make pure platforming levels and i want to know where to improve

>Frosty desert
SVG-LGS-CSG

>Rocks & spikes
GHH-6Y6-JLG

I’ll try it. Mine is

What are your 3 least favorite new additions?
>Snake blocks
>On/off blocks
>Entire World theme

Please don't forget that shells can collect coins and pop '?' blocks from the side!

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Play my basic level guys

LPP GNG LCG

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fucking hell. I actually did it all and got to the end only to fall of the fucking platform next to the flag. jesus christ

A kaizo i'm working on, feel free to play it i'd really appriciate some feedback!

FJ6-RGG-8MF

it's about 75% done, i'm not that good of a player so the level isn't too hard but it's not that easy either

i'll play a couple levels and give feedback in the next post

Im going to need that explained in a safe environment, in a dangerous environment and then with a twist please

It sounds a lot like OoT music, maybe the samples they used are closer to those than actual SMW samples

Snowman Valley:
C46-DKR-XNF
This was my first level and I mainly wanted to test out my most wanted features: Snow levels, slopes, and 3D World. It's pretty easy and has 3 secrets (one is just a hidden block, though).

Super Smash Bros. Maker:
V7G-CL4-SCG
Just made this recently and I spent way too long on it. Main gimmick is recreating Smash Bros levels and fights. I'm really interested in feedback because it seems to be falling on the more difficult side and it's not getting many people playing it as a result. I'm not sure if people aren't understanding what to do without me telling them or if they just think it's too hard.

>that dev pipe
Someone's been watching too many Panga streams.

I will design a course around the first enemy someone replies with.

shitting butt

Goombrat

Easy. You can hold the analog stick just slightly to the left and you'll just run in place.
Would never play again though

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Bullies
Oh my fucking god they are a bitch to work with.

>Sandy Sepulcher- CCJ-5DG-8MF
At first I was skeptical, but now that I've seen the speedrunning potential it's a really solid course. You must have taken that into account, what with how the bullet bills provide a very quick ascent in that one room with the podoboos. As well as the near impossible but tempting route of going underneath the two pipes and bouncin off that bullet bill headin to the right to get to the checkpoint flag much earlier. And then all the little paths in that vertical sub-area were actually pretty fun. The only weak point is the final stretch right before the goalpost, I feel like somethin more could be done there. Nice work, man.

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eheh

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At least you guys knew what you were getting into - I feel incredibly sorry for the handful of people that got served this level at random

I'm a huge fan of shorter kaizo levels.
Nobody wants to grind your shit out if you aren't a big name. A lot of this just works, and if you trust the level you'll beat it.
I had fun, the second half of the switch section is a little janky but it's right next to a cp so who cares.

How hard should I make it?

Thanks! Yeah you pretty much got the idea.

Difficult but not aggravatingly so
Played an enemy escort level recently and that was fun

Really fun level! I'm a casual so appreciated the checkpoint -- didn't think the switch section was particularly janky, though I did sort of feel the final switch took longer than I expected it to.
I did manage (once) to put on the shellmet after it bounced off the on/off switch, in the first half, which let me damageboost through a thwomp... not 100% sure how I managed that, but maybe you'd appreciate being told it's possible?

You can kinda cheese the start a bit, you can spin jump on beetle shell and then go straight to spiny.

Newest:
Long Chomp Romp: DXS-HFH-KFF
Icy Ascent: MCN-NJ7-RWG

Best:
Grindflower Garden: K5R-72N-GMG

Going to finish this one later. One of the few dark ghost levels that I have actually enjoyed.

>certain outfits require you to play in the horrendous multiplayer
why must they do this to me

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Any thoughts on my course, though? It wasn't bullshit, right? Tried to make sure you could run freely through the level without runnin into somethin.

Wait I'm confused, I thought not putting anything above the halfway mark added a ceiling to your level. It stops the scrolling but when testing I can still jump over the dividing walls. If I put Ground blocks higher to stop mario from being able to jump over, then the screen keeps scrolling when I reach the top of the level. Am I doing something wrong or does it just not work like I thought?

>just got a silver medal for weekly maker points

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That's just how it works.
Do note, though, that if you add a wall to the edge of the screen (by making ground/hard blocks going from bottom to the halfway mark), that makes a wall you can't jump over.

Awesome levels, love the aesthetics!

Here is my newest one: D88 QV3 7QG
Your mech is malfunctioning and you need to find out why!

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Treacherous skies
Q58-BP1-MSG
2.53% clear rate. I know you guys can do better than that

Real Plumber hours
V1F-J04-GVG
Kek

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Shill me your best level. I'm trigger happy on the like, but if you give me
>naked pipes
>kaizo bullshit
>It's challenging but not too hard that is actually kaizo bullshit
>troll
You'll get a boo.

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Do you think spinning on a bomb for a few seconds is kaizo bullshit?

Nintendo considered putting a barrier there, but in the end they decided that they wanted you to be able to make EBIN WARP ZONE SECRETS like in 1-2. Be grateful, maggot.

I definitely died a lot, but it makes sense for the level. I appreciate you putting a bunch of lights down. It was nice sort of being able to wander around a bit and find all the coins without some super crazy search. The second part is a bit tricky but I think I have it down. I think the only thing that irked me a little was a flying dry bones In the first area that had no light on it, but it’s not a big deal. Normally those dark levels are way more bullshit.

OJY-YJJ-XVG

My second level so far. This shit takes forever to make I might just start coming here to play levels instead of making them because holy fuck I get distracted too easily and end up spending 4 hours on this.

Anyway let me know what you think if you play it. I tried to make it speed run friendly btw.

I'll check back and play through some levels in the thread now.

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Daily shill. No new levels today, so here are some old ones.

>Easy:
Swinging in the Sky: V9K-QM2-MFF
>Medium:
Shell Island Temple: JQD-KXR-YFG
>Hard:
The Bizarro Zone: WQF-5K1-W4G

Fyi O does not exist in SMM2 level codes, it's a 0

Since you shill so hard I'm going to boo all your levels.

user if you're gonna make me spin jump on a speedrun level draw a fucking Z on the screen. I can't see the future.

Grindflower Garden: K5R-72N-GMG

It's my level with the most attention. I just like making nice traditional levels.

glad you had fun! yeah i'm a fan of shorter levels too, yeah i feel like i can improve the on/off section too but it's my first level so this is the best i managed to do for now, i'll polish it when i upload the full level
yep i figured that on/off section would get some time to figure out for most players so not putting a checkpoint there would just scare off 90% of the people playing the level. Anyways yeah the last switch it's slower than the others, it isn't intentional but i just went along with it, that final jump actually gets way easier when you understand you have to wait just a bit more before goin for it.
Glad you enjoyed the level by the way! Also thank you for letting me know about the helmet shenanigans, i tried to recreate it a couple of times but couldn't manage to, i think i'll just leave it as it is since damage boosting on the first thwomp isn't really that big of a cheese, that part isn't that hard execution wise to begin with is more about figuring out how to get past it

thank you for letting me know! I actually managed to recreate what you're talking about and ironically i find it harder than doing it the intended way, i think i'll just leave it as it is it's kind of a cool skip

I need a detailed list of speed.
Do you run faster than jumping? Do you lose speed while falling? Walking off ledges? How does slope speed work? Is it faster to walk or slide?

Excellent level. Almost died on second part but got an easy first try. I love making traditional levels too.

Can you do a running spring jump in this game?

It's risky, user...

Good stuff. The magikoopa section is just a tad bit of a hassle with the RNG sometimes but overall solid.
If you want the boss to pose a challenge you could maybe do something more with him but I assume you're okay with people jumping right over him.

X84-0T2-BFF

My first one and Its an Ice level

Thanks alot!

Yeah, I like the sense of atmosphere that the darkness gives off, but it's too much for a whole level, it felt like. Until I saw that POW blocks provided light. But then I ran outta POW blocks and had to improvise with other shit, and before I knew it I had this cool glow-in-the-dark ghost house. Did you also notice you can slightly hear the sound of burners at the second checkpoint? I fiddled with that over and over to make sure you could hear em without seein em, thought that was a great touch to spook the player. To quickly go through the sub area is definitely tough, but I think I came up with some good spots for an advanced player to take risks on.

Appreciate it, man. I only hope this level does better than my Golden Pinwheels one.

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For me the first section with the spinning fire theme was 10/10. I think I remember you posting a concept drawing of that first fire wheel and it turned out excellent. Good mix of exploration and horror-vibe as I searched for the red coins.

After that it got a bit overly harsh in 2 specific spots. The first ghost room I got killed so many times by those damn dry-bones at the bottom because you have to blind jump through the area and then onto it because of the spacing and they don't give off any light. Coming into the final room was an instant death which felt unfair because you start both on a donut, under a fire, and with a Boo immediately behind you so for me there was no way I could process everything going on all while in a dark room.

Also 200 second timer seems way too short for a groping around in the dark course of this size.

Still a great course overall, glad I played it. It sounds like I hated it based on all the shit I talked but it was mostly a fun hard in that classic NES game way.

Also I do have one SMB1 level if you'd like to try and shit on me"
>Ice Wizard Castle:
Level ID: CS8-47F-YTF

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Shilling my latest level, The Sunken City of Kharn, a massive level about exploration.
3R6-BCG-V1G
Hope you like it.

Decent level. Kind of bland but it's a platforming level which is fun.

yikes

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Is nintendew from here?
If you are I think you won the wr on that level.

Having just finished making a level with a similar progression structure, this post stings somewhat

See Saw
DWC-9CF-T0H
Track ride through a buzzsaw gauntlet on a teetertotter. Technically autoscroll. Made for MP versus

Coin Chase in Piranha Perch
Y3P-JQG-Q1H
Collect all 64 coins while dodging piranha plants.

Treetop Trouble
WXD-R7H-JHF
This is a more standard course.

DANGER! Tunnel Snakes!
3SX-1P3-KMF
Fun with blue piranha creepers. I made this one to be focused on reacting and timing. Piranha creepers are really interesting and I wish they weren't stuck in 3D Land

Snakes and Torches
PPN-J9X-VRF
Ride 3 snakes through the desert to the end. Also made for MP versus in mind.

That's how you get ants.
VHS-62X-32G
A short Mario 3D World stage using the ants mostly. This is the first one I tried telling a story with per the Dojo.

Boo's House of Horrors
BYT-KJC-6GF
A night theme ghost house utilizing the dry bones shell to get around.

Going to go thru the thread now and pick stages at random to play. If y'all want, reply with a specific stage and I'll play it out, comment and give it a like if im down with it. If I dont like it I will explain why I felt that way here

I didn't see anyone respond so Ill start with yours, user.

>Great Dry Bones Race (Practice)
S0T-2LT-QSF
>The Great Dry Bones Race
QKV-BG1-BVF
>Airship Attack!
XGC-VY2-KJF

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>play an absolutely excellent level
>great challenge, great pacing, great aesthetics
>get to the end
>it's not the end
>it's a rectangle arena with a bowser and a locked door

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Good job, user! Now get your gold medal!

medals are not permanent and you will lose them if you don't pump out kino non-stop

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Ay I liked it. Felt like a regular kind of level.

How much do you shill your levels?

Anyone ever find a victim and steal every single wr from them?

I know you're doing it to me stop it

Hey man, Buzzy Beetle Rescue was gr8. I liked your boss battle and figured it out right away.

But I'm almost done.

Give me 12 Course Elements aside from ground and slopes and I'll make a level out of it.

One per person or 12 per post?
I'm locking in twisters either way.

12 per post

Goombrats
On-Off Blocks

Spikes
Munchers
Spike Tops
Spinies
Bowser Jr
Bowser
Boom Boom
Thwomp
Grinders
Bumpers
Seesaws
Claws

Personal opinion on appropriate course lengths in time.

>Speedrun/Short and Sweet: 25s-45s
>Standard/Themed: 45s-90s
>Puzzle: 60s-150s
>Autoscroll: 45s-90s

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Please play my stage. You hit an On/Off block at the start and the stage will have different paths depending on your choice.

Firebars.

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swinging claw, one way walls, ice blocks, one/off switches, dotted line blocks, bob-ombs, bullet bill blasters, homing bullet bills, tracks, grinders, spikes, flying paratroopas

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Goombas
Galoombas
Goombrats
Giant Goombas
Giant Galoombas
Giant Goombrats
Winged Goombas
Winged Galoombas
Winged Goombrats
Giant Winged Goombas
Giant Winged Galoombas
Giant Winged Goombrats

Twisters, wigglers, thwomps, bombs, hidden blocks, concrete blocks, semisolids, one ways, skull platform, spikes, koopas

149-S35-4WF

DGF-H0B-TNF

ML7-8N7-XHF

All three have 0 clears

based

Gonna go with this one, has the most potential to be interesting

>Puzzle/maze level
>If you don't already know where everything is it's guaranteed to take longer than the timer without getting a checkpoint.

Is it possible to make a fun level only using flat overworld ground and goomba variations?

everything must have a blooper stacked on top of it

new supe is for faggots

NSMB is fine, 3DW is aids though

>like the theme because it reminds me of NSMB DS
>has none of the music, unique powerups, or enemies
>multiplayer versus is nothing like the mario vs luigi mode from that game
Truly suffering

Djinn level was pretty darn fun!

Last part was tricky though

Blame Nintendo for not putting Bowser Jr or the Clown Car in 3D World

>DDB-NM8-1NF

Posted this already buy if anyone is seeking a short challenge this may bring some satisfaction.

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Finished up Adventures in Avarice II, which is just more of the same as the first, just better constructed imo. Check it out, I'd love feedback.
>Course ID: 63F-PB1-JGF

>Super Smash Bros. Maker
Fun little level. I really like the idea of coming back to the main room a few times with new pathways opening up. Last room was pretty annoying though and I couldn't figure out what SSB level it was supposed to replicate.

>LPP GNG LCG
It was alright. Nothing to really comment on except that it was short and easy. Maybe pick a single one or two ideas that you used here and push them further?

>Frosty Desert
I really liked this level. Still working on it but it has a lot of fun and challenging ideas. Also liked all the aesthetic work you put into it. Good work!

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I only played one, I can see why it has zero clears.
It's because it's not fun, not because it's hard.

What type of levels do you think each theme is best suited for?

I knew I shoulda added a light by those two dry bones, and it was a mistake of mine to add those donuts, I got too excited for the big finish. Sorry. Glad you still liked the level, man. I'll play yours now.

>Koopa car level
>superball “puzzle”
>red pipe with bombs with nothing to limit the flow of them
>Bowser/meowser box
>sniper thwomps
>new supes speedrun
>50% of 3D world levels

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3DW is amazing once you get the controls down. The roll, long jump and floating spin jump are all super fun. If you roll as cat mario you do a leaping claw attack

>Last room was pretty annoying though and I couldn't figure out what SSB level it was supposed to replicate.
It was Master and Crazy Hand on Final Destination. I thought it would be obvious from the arrangement and the final boss music. As for the difficulty I wanted it to be challenging but I tried to be forgiving by providing mushrooms throughout the fight. If you thought it was too annoying I'll keep that in mind. Thanks for your feedback!

Thanks for the feedback man. Honestly it was like 2am when I was towards the end of making the stage and I said fuck it and slapped the boss in there. I might go back and edit the magikoopa section though and maybe just have fire balls come out of the lava.

Yeah, the burners were definitely a good touch. They prepare you for the chaos of that room.

Ah, I see. Very clever. The most annoying part to me was the cramped space. Maybe that was the point but I kept having to creep forward to get pixel perfect line ups. Other than that, I liked the puzzle solving and you obviously put a great deal of work into it, so keep it up!

3D World feels better to control than NSMB and its exclusive objects and really nice setpieces make it hard for me to make levels in other styles, honestly.

came back to shill my levels they are p cool
castlevania 2 level:
ID 9PC-NN1-WVG

mario 3 desert level:
ID WBF-D3C-0VF

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The small arena was a result of me trying to do a "health bar" fight with the blocks and shells and the limited options you have in dealing with thwomps (pow blocks or stars). So I had to have the "health bar" walls close enough to the stage so you can see them and kick the shells in there while also keeping the stage small enough to allow for that. Also having one thwomp close to you was necessary in order to trigger them slamming the ground so they can be pow blocked.
>Other than that, I liked the puzzle solving and you obviously put a great deal of work into it, so keep it up!
Thanks!

Trying to make a desert course based on Dry Bones, Spinies, Lava Bubbles and Piranha Plants. Started off well but now i ran out of ideas and can't finish the level. Anyone know of creative ways to use these elements?

Okay, played Ice Castle, and I got the WR by a whoppin ten seconds, thanks to RNG makin a super mushroom from a block hit by Magikoopa on my way to the first door. The level only has one real issue, it's a soft lock by the second super mushroom block next to that icicle that breaks the block. A player might be tempted to explore above the block only to find that they have no way to get back down, so they're stuck unless they start over. Happened to me.

>tfw a girl likes your course

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Thanks!

I just spent a half hour trying to figure out how to activate things with a thrown goombrat after it rebounds off a spring only to realize there was absolutely nothing I wanted to do with this concept.

I really liked the story mode level where you had to lure a dry bones over to a spot in order to do a super jump off of it. Since they're invincible you have infinite attempts.

hot damn, that fish pipe effect is sweet

>tfw a Japanese girl likes your course

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I recreated the Mega Man 2 Metal Man stage.
RC9-306-TRG

You ever see someone with an american flag but you know they're really just a dirty filthy jap?

Can we just boo any OP who includes their level in the post?

Appreciate you playing it, and damn that is a crazy jump in record time.

And sorry about that softlock, it was my first time using semi-solids as decoration so I really didn't test that room well enough - the worst thing is I can't update it without reuploading and I heard you lose your maker points if you replace a level and it would take adding literally 1 or 2 ice blocks to get rid of the issue forever. I hope Nintendo fixes that.

>tfw they're most likely dudes

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you guys are fellow blue toad players right?

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No I'm a Luigichad through and through

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>no inspiration for levels

Since you only have 32 save slots Im scared to start a level without a concept I am not 110% hyped on. Shit sucks

Nope. Toadette all day every day.

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>trannette

Nice you must be a tranny.

ive been betrayed

From my coop experiences:
>Mario is good at video games, probably reaches the flag first
>Luigi is bad at video games, also causes all the lag
>Toad is probably the most skilled player but spends all his time throwing other people into spikes
>Toadette is the best team player, only one who remembers to act as a portable checkpoint for the rest

Why did I do this?

Attached: mm2_100.jpg (1200x675, 93K)

for the clothing item

make a level based on you favorite enemy/mechanic and pick your fav mario style
for example for mm1 my first level was mario 1 and underground piranha plants
for mm2 it was mario 3 and desert munchers
i made both just trying to make them fun from my perspective, also very linear and it worked out pretty well

easy?

I'd say with how small the issue is, and with how short the course length is, don't worry about it.

Normal. Still brain dead easy though.

Why am I the only person who wears the burner skirt

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No, user. Trips forbids it.
Nice treble.

are you a tranny?

It's bullshit cause then you get to expert and you lose half your lives on the first stage. The jump between Normal and Expert's insane.

>tfw a Japanese woman likes your course

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Played your Wigglerbush level and greatly enjoyed it. My only criticism is for a missed opportunity. Why not add the coin amount for a clear requirement? It would have been so thematically fitting.

>tfw no mario maker girl to like my course and be my egf

I've played plenty of levels on expert that I feel should have belonged in Normal, but the difficulty is definitely a huge jump. It would be better if the easier difficulties would scale up after several levels.

Did you make Hopopolis in Mario Maker 1? It looks familiar.

how would you rate the experience from 1 to 100
also were the levels quality
also did you get a medal on your profile

Nah, the webm is of another anons level in these threads. I saved it from when I was playing it.

It was mostly kinda boring with a few okay levels mixed in. About halfway through I just started rushing each level to get it over with faster.
Also I didn't get a medal for this.

Also did Overgrown Cloudtops. Short and sweet and fun. No complaints

>doesn't complete your course
>Likes it anyways
>leaves a funny drawing as a comment
the real mario makers

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Why are Jap levels so consistently garbage?

>beats your course
>boo's it

>plays a course
>completes it
>gets WR to near-frame-perfection
>no likes
>no comments
>fox only
>final destination

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I wont boo anyone's levels here unless its a obvious bs tricked you and died troll level.
If I dont like it I'll just reply and tell you why.

>boo's your level
>leaves a comment saying it was bad too

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I'll Boo if it's pick-a-dick. Pick-a-dick is always shit.

>Jap level
>NSBU overworld or castle theme
>spikes everywhere
Every fucking time. This is literally 100% of jap levels.

I do that regularly

Does anyone have some good ideas for Skipsqueaks? I can' think of anything clever to use them with. They don't seem to interact with any blocks with negates the purpose of having them mirror jumps

>japanese level
>go down a pipe
>oops it was the wrong one
>land on spikes

chargin chuck gates

they can be pretty brutal on conveyor belts

Sideways thwomps hitting your clown car is hilarious

Easy thwomp level using several different thwomp gimmicks

Thank you Mr. Thwomp:
90W-7CG-TNF

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Hard levels have an inherent bias against them
I checked my likes, every single like is from someone who beat the level

Literally me.

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I like how the thwomps taunt you when you go through the pipe

Frozen Lava Lair
>PB7-J54-PXF

I knew as soon I saw more ice and lava options I wanted to make a level like this. I’m sure it’s been done a hundred times over at this point but I’m happy with how it turned out. Originally wanted to involve rising and lowering of lava, but it just killed the flow and forced waiting for the lava to drop in most instances. I hope you like it!

Yeah, most people like levels more when they feel beatable. Of course easier levels will have a wider audience.

I enjoyed this one

That's exactly what I intended with that level. It's nice to see someone actually do it.

That icicle above the checkpoint is a bit of a dick move, but it's pretty fun otherwise.

do you need the feather to make the jump out of the red pipe? or if you wait long enough is there a platform?

Thank you very much

I have uploaded 4 courses and have over 1000 points

Is that good?

no

If you wait there’s a platform that appears. I tried to structure it so certain areas could be done faster if you maintain the cape for any speed run attempts.

No, I only have 2 uploads and have over 1500

First 3 levels of a series:
Attack on Goombud Village
J4M-P4V-YDF
Storming the Galoombastille
Q7T-XDQ-GQF
Raiding the Galoombarmory
1B0-L3C-B7G

Daily shill post

Air Race
>speedrun flying with cape
G1S-6KV-F6G

Mario visits silent hill
>silent hill inspired, has jumpscares and requires investigation
0N1-SHP-4QG

Castillo 1
>hard castle, actually only the first part
0X7-FK5-NDF

Plz give feedback

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Why is no one making flying levels in super Mario world? I'd make one but I'm too retarded. Flying was some of my favorite shit after I mastered it.

The sleeper addition that we all need: Wraparound for vertical stages

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Flying is shit in mario maker.
If you want to play that kind of stuff just play an smw romhack.

My first level, it's terrible but i'll appreciate it if even one of you anons take the time to play it

KLL-7P9-BLG

see

Levels don't scroll for long enough, and there's not enough control for there to be anything other than flying straight with an occasional dip in altitude to avoid something.

Hey are you still here user? I liked your stage.

>You could make a slide that spans an entire vertical sub area without having to change directions
That'd be great.

I played it :)
It's a little awkward, and the floating semisolids looks pretty janky
But it's a first level

>trolling literally on the tutorial
why Yea Forums hates hidden blocks?

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Good to hear you had fun with the levels. I suppose the reason I didn’t put a coin objective on Wigglerbush is just because it never came to mind.

I dont remember where this cowgirl is from

>SMB2 theme DLC
>vertical stages are one screen wide, but they wrap around

Here's a cape level for you. :^) NSL-Q9Y-0NG

Man why did they get rid of Mary O, Nina might have big tits but Mary O was hotter overall

Switching between water and land is fun, and I like how it trucks you into thinking you can make the first jump. The pipe area is boring though. I'd remove it in a remake.

Not too challenge but it requires precision. It was fun.

Speedrun ish level


FBT-Q2Y-L2G
Mario & Sonic at the Winter Olympic-Volcanic X-Games.

I fucking love this game so much fellas I spent so much time making this level even though it isn't that big or crazy

So far no one here has been able to beat this level: WX8-95Y-0QF.

And somehow people die in this one even though it's a joke level: 0NK-SC9-2QF

your dreams

>get up the ledge above the pipe
>cucked by 2 spikes
So close

can you make things start riding tracks, or can you only specificially place them on there?

>Only person to clear your course doesn't like it even though most gave it a like without clearing it

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New level for you fine folks

>What Goes Up, Must Come Down
M1T-7FB-BLG

Hit the switch at the top of the level to unlock the exit, but make your way back down quickly or else you won't make it out of the clouds!

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I have one mediocre course and have 2200 points. I guess I'm lucky in that regard.

>no jump level
>snake blocks
Oh no no no

You got up there? Thought it was impossible damn I almost put hidden blocks and shit there

GUYS YOU KNOW WHAT WE ALL REALLY NEED FOR SOME MARIO MAKER 2 UPDATE SHIIET?
Warp Vines
FUCK YOU. YOU'RE WELCOME

>0 completions/14 deaths
>nobody has even made it out of the first subspace area

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That was fun. I've been wondering what a longer speedrun level would look like and this is it.

I just love the initial realization that the lava is moving at bullshit speeds.

There's just one and it's really forgiving. I assure you, the rest of the level is much worse. Much, much worse.

Posting a revamped version of my stage. I did a lot to make it more fair like adding directions, a few more mushrooms, and slowing down/removing conveyor belts

Cer’Boo’rus
W1T-0W3-4JF

Only 3 heads stand between you and victory! Use the recurring Boo’s weapons against him to reach high and escape. Well timed bounces on homing misses are key but spin jumping on chain chomps is a faster, riskier alternative

I was proud too, I hadn't even been to the subworld yet.
You should have just let me have it.

Link it. I'll beat it right now.

No, I didn't know such a pixel existed, you're just meant to jump under it and then move back to the starting platform
The no jump one is way too long user

Q39-3PC-Q1G

pls respond

if i beat it you have to beat mine

Did anyone else notice that pipes shit out Bob-ombs abnormally fast compared to other enemies and objects? Even on the slowest setting, they're shat out consistently and non-stop. It sucks because I always want to try to use Bob-ombs as a tool for the player, but there's no way to keep them spawning in without overwhelming them.

deal

Yeah I have a level with them and all of a sudden there's 50 on the acreen

are you using red pipes?

I'd say it's not too long, just too focused on trial and error.

Still, I do think I made it too hard. Most people probably don't see all of it, and that's a problem.

I love it! I had the same idea but could think how to make it tense: that snake block worked perfect! That’s definitely the right way to use the on/off

BYY-P1Y-30G - Spike Trap. No clears so far

Pipes should have a spawn rate, total spawns, and simultaneous spawns variables. This would be so simple to add and would do wonders for stage building.

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Done homie
GRT-P7G-R5G

How far are you?

fucking way to go man

I'm in the first sub area. Just got to the Bone ride.

LCX-SQQ-1FG

I know your struggle, but I made a little on/off block platform to hold 'em. Fixes the issue of overwhelming the player. You should use it for your level.

Thanks! My other level, The Switch, was my first pass at trying to get this concept to work. I'll probably need to update my other level to include the exit route, since I found out that the Snake Block despawns if it travels too far ahead of Mario.

Did you upload CerBooRus? Because that was a pretty fun level as well! I liked the vine puzzle right after the checkpoint

>haha kaizo bro!
>just jump on the piranha weeds bro
>wall jump on the thwomp bro
>>>>>>>>>>>>autoscrollers

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I added the same thing to mine and the majority of deaths are still right where the bombs spawn. It's even an obviously optional segment, too.

what the hell do you want me to do here, I swear the wigger doesnt even land on anything by the chompers

Jesus, it looks so much like one of the levels I played a long time ago in MM1.

Yeah that was mine, thank you!

21Y-Y0N-HYG
The Frog and the Scorpion, use piranha creepers to help you get to the goal. Moderately hard.

SQJ-QFT-L0G
Bowser in the Sky, SM64 final level remake, on the easy side

New level coming soon

>playing poorly in story mode
>luigi calls you a retard
why did nintendo do this

>invite your little brother to play with you
>he's annoying and makes fun of you
It's 100% accurate

>90% of the time his shit doesn't even help
t-thanks

Autoscrollers can be great and they're necessary to make sure some levels work (like if you are highly reliant on specific enemy spawn/movement).

They do increase complexity though so more chances for issues.

You decide to play a level from these threads. Under what circumstances do you stop playing the level due to difficulty or frustration?

When it stops being fun. If I keep dying to an extremely specific small part of the level especially, I'll just save myself the frustration and end it.

I played a level that I thought was good then I died to one offscreen thing all the way at the end with no checkpoint so I just never finished it

DONE.

It was creative, yet aggravating. Just like mine, have fun: WX8-95Y-0QF

You have to hit the switch by spinjumping on the bomb under the rainbow

>Level is made up of dozens of enemies per screen for the sake of "challenge"
>Single block gaps or jumps, including Kaizo blocks
>Precision platforming on levers in dark ghost house
>Death warps / doors
>Ultimately what this guy says
I don't have the patience to deal with bullshit and neither should you. That being said, I try to point out the problems I have either directly in the thread or as a cement on the level, especially when pointing out a location I keep dying at

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>spinjumping

jesus christ Im retarded, Ive been dropping it on them

nice gz

Further thoughts:

- the kamek at the beginning is just boring
- the p block tower isn't much of a challenge. If you fuck up you can try again and all the p blocks are gone since they fell
- the fake on/off switch at the start is wonderful
- getting up to the final thwomp and doing the boot section is great too.

>Mario visits silent hill
Has potential, I like a lot of the things you do with the aesthetic, but I have no idea where to get the key for the first locked door. Maybe give some visual hints? If it's in a hidden block, maybe make a mirror block in the light world version or something. Also some things are irritatingly cheap like the thwomp right out the door.

I'm hoping to finally have a level with 100 Likes and I'm actually close somehow.

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Idea:

Mario's Gloves power-up for SMB1. Allows him to pick up shells and other applicable enemies/objects. Gives him the same modern color palette like the Big Mushroom does. Only lost on death.

I think one of the biggest reasons SMB1 style doesn't get enough love is because of how devoid of features it is compared to the other style. Don't get me wrong, there are great SMB styles and people know how to use it, but more versatility is always a good thing.

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What are your thoughts on 3d World and it's current tool set?

Eh, a power-up that just replicates the other styles isn't that interesting. Might as well just use SMB3 for picking stuff up. I would like SMB to have a bit more to it, but honestly I see lots of good levels with the style already. If something should be added to SMB exclusively, it should feel unique like the Powerball.

MYY-SXL-R5G
can't touch the ground level. Took me a while to clear check Im probably just ass though

going to fix the kamek part, it was too annoying

not sure what you mean by P blocks, the tower is meant to fall apart and youll hit the coins

I fucked up the boss part, youre supposed to need to open that block part. Dunno if thats what you meant by on off

too small, has potential assuming they're planning on updating/adding new styles

For those that like do not jump levels I just finished one today M9H-L8M-8QG

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I hate those no jump levels but I made it through :)

anyone want me to stream myself playing levels from this thread

Post code.

My buddy made a castle level. A lil bit tough

R3P-1MX-LFG

Yeah but the thing is you can easily miss the coins and then you have a mostly intact tower and no p blocks.

What boss part are you talking about? The one with the star pipe?

Thoughts? Was it fun it just aggravating?

It was fine, everything that irritated me I did to myself by rushing.

Just bought this, wanted to make a whole game worth of levels in the Mario 3 theme with some hidden coins in each level. Is my only option the pink coins? Also how the fuck do you make pipes one way only, not cool to have a secret area exit pipe thats enterable from the other side

There are giant 10/30/50 coins.
You need to get creative for 1 way pipes. The easiest set up is just make a horizontal pipe 1 tile off the ground.

the thwomp in the clowncar

Do you need to pay for Nintendo's online to download levels?

That's retarded though, it's one of the most basic things to have 1 way pipes...

To make a pipe one way only just have it sideways and off the ground. They won't be able to get back in. Same with doors.

Yeah I don't think you can die from that. It landed on me and it didn't kill me.

Pretty sure it's just pink coins, and get creative with the pipes

Who are the best level makers on Yea Forums?
Who are the best level players?

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Me.

there's 1 way tiles too.
Nintendo really wanted to do away with some of the unintentional things in smm1. Which kind of fucked 1 way pipes. You used to be able to just stack a sideways pipe and prevent people from entering.

You can offer big coins in place of pink coins, since those will actually help people get 1-Ups in Endless mode if your level gets pooled in

Pipes will always travel both ways, though you can gate areas off with one-way gates or have the pipe drop the player to where they can't jump or walk back in.

Is this game dead already or what? My SMM1 levels got hundreds of plays in the first 2 weeks I still haven't broken 20 on a level

There's a boo button now.

Just finished it. Fun level, clear idea. It was good.

Awesome, thank you!

The formula is broken. There's already been 2,000,000 courses submitted, hard to get people to play your shit when there that much shit to sift through

Well that's dissapointing. I was never a fan of the mario maker exclusive gizmo crap.

Couldn't find the mario 3 1-2 green grass themed ground option either, its also iconic

What does that have to do with anything? My level has over half hearts to play ratio

Am I getting better or is the expert endless getting less shit? There's still tons of garbage but my last little run was a lot more fair I thought.

post it, i'm going to boo your ass into oblivion

no not that, the gates are supposed to be blocked until you hit that switch, but its off since you hit it to make the bridge across the spikes

BEAT THAT PUSSY UP

I made a stage based on Touhou, vertical scrolling and all, even made a fucking goomba girl as a boss fight.
Hope i didn't make it too hard, please play it!
T4M-XK9-GPG

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No, I'm not posting my levels in these shit threads. Someone just commented a bunch of asses pooping all over my level in the only level I ever posted in here

I'm still not sure what part you're talking about. I don't recall any switch blocks in the thwomp section. It has a p block to block off the star pipe, not a switch

That's actually hilarious.
I've only had good interactions with the people here.

yes

damage boosted? how? the bridge when you first enter subcon

the thwomp has that blue gate thats open before the tunnel of spikes

I was thinking of the wrong spot. ignore me

I created this small contraption for controlled Bob-omb dropping. It's not ideal, but it works pretty well as long as another ON/OFF block doesn't break your level.

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I usually make pipes come out and put a bridge/semi-solid/mushroom covering it up. I like that better than a horizontal pipe because it lets the player know they definitely missed something plus it looks way better and can't be cheesed with a POW drop

It's too easy. It's very long without being interesting. I think the only part I really liked was the area with all the spiny shells shooting at you.

The screen should have way more enemies and they should persist for longer.

Too long I'm too tired

Man, the Hot Courses section has some real bangers. I've been playing nothing but good/great levels for hours.

Shilling Spooky Woods yet again.
847-833-YMF

Will probably get my ass handed on this one. Can't wait.

There's too much blind stuff to deal with

J2G-1RL-YVF

First level I made in SMM2. Pretty difficult level using swinging claws and on/off switches with a weird/cool boss battle at the end.

Me again.That was surprisingly.... relaxing.

MFK-228DGG

treasure of the sierra madre v2.0, kamek isnt needed to enter the pipe and stuff was changed

if you restart from the checkpoint, the thwomp bossfight gate doesnt need to be opened, but I cant figure out a way to make it doable in one go and without activating beforehand

give it a try, anyone should be able to beat it now

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I recreated the level from this old viral video
Y0V-WGT-LSG

youtu.be/in6RZzdGki8

Lots of hidden blocks and trolling so watch the video if you need some help.

You do not know how much I loved this level. Fuck.

Just got this, what are the best Mii outfits for this game? Should I go with a boy or a girl, or not give a shit and just slap a default skin?
Didn't realize how irrelevant these things became on the Switch until now

Boy, and angry sun shirt when you unlock it.

OK, got it, so make them harder and shorter and give enemies longer patterns.
By blind stuff do you mean the spikes? i tried using arrows to make it clear they were there but i guess it wasn't enough.
Thanks for the feedback anons!

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>shitty gook/yurosemen/spic level
>boo'd
>shitty burger level
>love it and leave a comment where their level is shit and leave a "so tough" stamp
Who /patriotic/ here?

why tho

I swear he had to hit the blooper to go in the hole

But he wont go through

Put blocks in front of the door in so that have to be a certain color when you enter the room.

Very creative I had fun

My critiques:
Could have used more semisolid platforms so you can shoot up. Only being able to shoot down 90% of the time sucks.

Also not every pipe needs to be a red pipe.

I'm confused user...

Because

The changes here are good. It's clearv that the first switch is for something other than the bridge, and it goes by way smoother now.

Making a vs map

what do you wanna see? also how you feel about on/off blocks covering sections that let players get a head start if they trap the others in them?

Why are yellow levels so fucking bad? Usually you can say "oh youre just generalizing" but in this case, it's the fucking overwhelming truth. I dont think I've played one good Jap or Korean level yet.

You should recreate your Waifu and then avatarfag as that character on here when posting your levels

Not too keen on the on and off switch idea. I just want more Super Mario World castle levels. I hunger for more SMW castle levels. You must make more SMW castle levels

I played maybe one or two good ones in SMM1, and one in SMM2. I don't know why they're so bad. The companies themselves excel at making games, but the average Joe just lacks the passion and drive.

question anons, if they put mario land power up, why not mario land 2 power up? like just the carrot. then you have a flying power up for regular mario.

I'll give it a go

I'd be down for a SML2 powerup. The rabbit was baller as fuck

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You can cheese the P-switch jumping section, but it's not a big deal in my opinion. Fun ideas!

That was lovely.

Found a cutie pink haired girl that makes nothing but great traditional SMB3 levels in the Hot Courses section. I think I'm in love, bros.

Just played a tough but somewhat fun course in the SMB3 style called "Space Journey". Some of the platforming's a little too precise to be enjoyable.

XBY-BSS-GRF

I'm the only guy who's cleared it and it's been around for a week. I'm positive someone could get under two minutes.

Poison Flows in Yoshi's Forest

4GF-X9W-RLF

Is there any chance that yuzu will support online play ?

Hello Yea Forums
I just uploaded course 1-4 from my campaign

They're simple levels based on SMB1

>>Maker ID: 1J0-PM4-QYF

have a good day

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Me again So, a couple of issues. One, he put a buzzy beetle right next to the checkpoint, he puts way too many of those falling platforms in sections that demand incredibly precise and high jumps, requiring you to basically leave the screen in order for it to not softlock. Enemy placement needs work. His use of switches were.... rudimentary at best. Not very interesting ideas.

All in all, it's your typical first stage for Super Mario Maker. He'll get better if he makes more, but it's not very good I'm afraid. It ended up just being annoying.

I don't understand. am I supposed to use some kaizo tech after the first pipe?

for which part?

you need the spring from under the first thwomp
after the thwomp fight, where do you go?

loved it. But I feel like you can just jump on the fire wheel at the end and make it to the goalpost

Some neat ideas, but needs work. That section with the spiky beetles ended up being annoying.

The level design of Overgrown Mushroom Cloudtops makes me want to delete the one course I've managed to make and the two I'm working on because I'll never be that good.

you need the clown car to go across the tunnel

Thanks! But you can wait for that part on the left ramp since poison won't reach you, if you don't want to speed run that! Anyways, thank you for playing my first ever level

>out of ideas for 3 days
>want to make kaizo levels
>only know shelljumping and nothing else

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I'm using the star to just run through, I mean after that, the spot with the bullet bill launcher and the fire flower.

did you delete your old one?
my speedrun

I'm completely incapable of drawing anything, but I do absolutely adore any time someone posts a drawing on one of my levels, regardless of how good it is.

The hammer bro is such a cheap addition. It feels like an aftertought, "How do I make this part harder? I dunno, stick a hammer bro here I guess." It's quite luck-based. There's so much going on in that section, and the claws can fuck with your jumps. It's a really frustrating section. Would be mitigated a lot of you got at least one mushroom right before that part.

I better see all 3 of you with the shitty memes again

twitch.tv/blinkzlinkz

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hell yeah

needed to make some changes

motherfucker, the fun is flying it through, dont cheese it

>It's a kaizo block episode
Instant boo from me

I'm just impressed you were able to beat it.

>the fun is dealing with awful hitboxes on spikes in the flying machine that goes ape shit if you touch spikes
Nah. Anyway I finally figured out where to go. An arrow from the pipe up to the blocks would be nice, if you didn't know any better they just look like decoration.

How about a checkpoint after the first section my dude